Level materials and transparency
A level part’s glTF has 1,534 materials in total across the 159 parts; every one is OPAQUE. Proven · STUNTBOOST They
fall into three kinds. Observed · STUNTBOOST
| Kind | Content | Confidence |
|---|---|---|
| bake material | the base colour texture is the baked atlas (Bake<N>_Denoised, lighting baked in); the KHR_materials_specular colour texture is the bake’s direct-light mask, not a specular colour (baked lighting) |
Observed · STUNTBOOST |
| physics material | a name beginning C_, on collision geometry only (collision); 1,099 of the 1,534 materials are physics materials (28 distinct names), the other 435 are bake and prop materials |
Observed · STUNTBOOST |
| prop material | an ordinary glTF material of a model; emissive strength in 26 parts (KHR_materials_emissive_strength) |
Observed · STUNTBOOST |
Textures are sampled with the glTF samplers: each part has a sampler with nearest magnification and nearest-mipmap-linear minification (9728 and 9984; 159 samplers over the 159 parts), and 3 further samplers are linear (9729 and 9987). Proven · STUNTBOOST No sampler states wrap modes, which for glTF means repeat. Proven · STUNTBOOST The images are separate files (textures).
Transparent nodes
Section titled “Transparent nodes”A node whose name contains Transparent is drawn sorted back to front. 870 nodes do over all levels. Observed · STUNTBOOST
The call Transparent(a) (SE.Transparent) makes a transparent entity with alpha a:
- Its draw multiplies the shader’s
Colorconstant (registerc25, all four channels, times the albedo and the vertex colour) by a and turns diffuse lighting off. Observed · STUNTBOOST - Only a < 1 goes to the back-to-front transparency batch. A node with a ≥ 1 is drawn at once, opaque, a times brighter. Observed · STUNTBOOST
- The one node with a > 1 in the shipped data is
hang_sack=Transparent(1.5), in 18 levels, drawn with the room’s bake material. Observed · STUNTBOOST
The Transparent call is on 619 nodes as the first class; related props are CDCaseTransparent, CassetteCaseTransparent and
TransparentBowl. Observed · STUNTBOOST
Shadows
Section titled “Shadows”A BackfaceShadowCaster() mesh (every room’s ceiling°=BackfaceShadowCaster()) is drawn only into the static shadows, never
visibly. Observed · STUNTBOOST A * node casts into the bake without being baked to; a ° node is invisible in the bake
(node names). Sourced · StuntboostTools