rendinst_tree_colored
Overview
A basic shader for rendering vegetation.
Textures
tex0: Diffuse texture with alpha channel.
Parameters
Default values are indicated in quotes.
script:t="atest=0"– Enables alpha test.script:t="interactions=0"– Configures interaction between characters and vegetation.0: Disabled1: Tall plants2: Bushes
script:t="interaction_strength=0.8"– Controls the strength of interactions, ranging from0to1(values above1might work as well). This is a multiplier and is only effective wheninteractionsis set to1or2. This is now only in use for vegetation for whichis_pivotedisno. For everything else theinteraction_force_maxshould be used.script:t="interaction_force_max=3.0- Sets the maximum calculated force for vegetation which uses pivot painter (is_pivotedisyes-> has skinning structure). For these vegetations the interaction force is between 0 andinteraction_force_maxbased on the obstacle’s distance from the vegetation’s center. This is also only effective wheninteractionsis set to1or2.script:t="angle_dissolve=1"– Toggles angle-based dissolve effects.script:t="spherical_normals=1"– Applies spherical normals over branch normals to smooth sharp edges and reduce low-poly appearance.Note
This feature is rarely used and may behave unexpectedly.
Vertex Colors
Unlike in War Thunder, the third channel is not used.
Red Channel: Controls fine vertex jitter. The shift occurs along the vertex normals but only in the horizontal plane.
Green Channel: Controls oscillation phase. It shifts the amplitude oscillation by 90 degrees, randomizing the fine vertex jitter.