52 lines
1.2 KiB
Plaintext
52 lines
1.2 KiB
Plaintext
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// no alpha to differentiate from view model in shader
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// SCRIPT VECTOR USAGE
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// scriptVector0.x : pulse position in the world (1.0 near, 0.0 far)
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// scriptVector0.y : pulse width (percentage of value in material)
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// scriptVector0.z : pulse edge width
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// scriptVector0.w : iris appearance and character glow fade
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// scriptVector1.x : highlight enemeies (0: no, 1: yes)
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// scriptVector1.y : viewmodel pulse width
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// scriptVector1.z : viewmodel pulse edge width
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// scriptVector1.w : viewmodel pulse max radius
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// scriptVector2.xy: viewmodel pulse origin
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// scriptVector2.z : viewmodel pulse position
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// scriptVector2.w : max distance to pulse.
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// Must be smaller than VISION_PULSE_REVEAL_TIME
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// How far from 0 ( start ) - 1 ( end ) it takes for it to ramp in all the way
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// How far from VISION_PULSE_FADE_RAMP_IN ( start ) - 1 ( end ) it takes for it to ramp out all the way
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// Name of the visionset file
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// alias in script
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// priority vs other visionsets
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// number of steps when ramping in/out
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// activation ramp-in time
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// How long to hold after ramp-in is done and before ramping-out
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// deactivation ramp-out time
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// Ramp in + ramp out + ramp hold == VISION_PULSE_DURATION + VISION_PULSE_REVEAL_TIME
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