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1,958 bytes added ,  14:46, 6 February 2020
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* Atlas, a shader that allows the player to change the furniture texture, which works well for paintings
 
* Atlas, a shader that allows the player to change the furniture texture, which works well for paintings
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Each table can have 3 tables
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For each material you can add a '''Texture''' record to refer directly to an image file to use as the materials main texture. Each material table can have 3 tables
 
* Textures
 
* Textures
 
* Floats
 
* Floats
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==== The standard furniture shader ====
 
==== The standard furniture shader ====
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As described above the default standard furniture shader works by mapping the Red, Green and Blue channels to the colors the players has picked for the furniture. This also means that dark red will darken the color the player has chosen, so the color #800000, will darken the player's primary color by 50%. This can be used to add shadows and occlusion to your textures, while still allowing for player coloring.
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Outside of the '''Texture''' record, this shader can also have a '''NormalMap''' record, to add normal maps to your furniture. Note that this incurs a small performance penalty. The alpha value of the normal map is used to make the material more or less metal looking, a value of 0% alpha will make the material look completely metallic.
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There is also an '''ExtraMap''' record, which allows you to control smoothness with the Red channel, Emission strength with the Green channel and finally the Blue channel controls whether to use the color in the main texture as is or map it to the player color. The Blue channel of this texture will allow you to have static colors on parts of your furniture, while still allowing for player coloring. Having an ExtraMap makes the shader ignore the alpha channel of the main texture.
    
==== The atlas shader ====
 
==== The atlas shader ====
 
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The atlas shader allows you to use a texture as grid, and only map a section of it to the furniture at a time. For this you need to define these variables in the Furniture table:
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* AtlasObject - The mesh that should use atlas texturing, this should be the '''ComponentName''' defined in the '''Mesh''' section of your furniture.
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* AtlasDimensions - The width and height of your texture atlas, e.g. '''[ 2; 2 ]''' if you have a 2 by 2 texture atlas
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* AtlasCount - The amount of images in your atlas, e.g. 3 if you're only using the (first row) and (second row, first column) of your atlas
    
=== Interaction points ===
 
=== Interaction points ===

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