[Constants] ;x0 - Base.Red global persist $BaseRed = 1.0 global $BaseRed_Default = 1.0 global $BaseRed_Min = 0.0 global $BaseRed_Max = 2.0 global $BaseRed_Small = 0.01 global $BaseRed_Large = 0.10 ;y0 - Base.Green global persist $BaseGreen = 1.0 global $BaseGreen_Default = 1.0 global $BaseGreen_Min = 0.0 global $BaseGreen_Max = 2.0 global $BaseGreen_Small = 0.01 global $BaseGreen_Large = 0.10 ;z0 - Base.Blue global persist $BaseBlue = 1.0 global $BaseBlue_Default = 1.0 global $BaseBlue_Min = 0.0 global $BaseBlue_Max = 2.0 global $BaseBlue_Small = 0.01 global $BaseBlue_Large = 0.10 ;x1 - Metalic global persist $Metalic = 0.5 global $Metalic_Default = 0.0 global $Metalic_Min = 0.0 global $Metalic_Max = 1.0 global $Metalic_Small = 0.01 global $Metalic_Large = 0.10 ;y1 - Reflectance global persist $Reflectance = 0.6 global $Reflectance_Default = 0.0 global $Reflectance_Min = 0.0 global $Reflectance_Max = 1.0 global $Reflectance_Small = 0.01 global $Reflectance_Large = 0.10 ;z1 - SpecScale global persist $SpecularScale = 1.0 global $SpecularScale_Default = 1.0 global $SpecularScale_Min = 0.0 global $SpecularScale_Max = 1.0 global $SpecularScale_Small = 0.01 global $SpecularScale_Large = 0.10 ;w1 - Glossiness global persist $Glossiness = 0.8 global $Glossiness_Default = 0.0 global $Glossiness_Min = 0.0 global $Glossiness_Max = 1.0 global $Glossiness_Small = 0.01 global $Glossiness_Large = 0.10 ;x2 - IBLDiff.RGB global persist $IblDiffuse = 0.09 global $IblDiffuse_Default = 0.0 global $IblDiffuse_Min = 0.0 global $IblDiffuse_Max = 1.0 global $IblDiffuse_Small = 0.01 global $IblDiffuse_Large = 0.10 ;y2 - IblSpec.RGB global persist $IblSpecular = 0.38 global $IblSpecular_Default = 0.0 global $IblSpecular_Min = 0.0 global $IblSpecular_Max = 1.0 global $IblSpecular_Small = 0.01 global $IblSpecular_Large = 0.10 ;z2 - Rim.RGB global persist $Rim = 0 global $Rim_Default = 0.0 global $Rim_Min = 0.0 global $Rim_Max = 1.0 global $Rim_Small = 0.01 global $Rim_Large = 0.10 ;w2 - Velvety.RGB global persist $Velvety = 0 global $Velvety_Default = 0.0 global $Velvety_Min = 0.0 global $Velvety_Max = 1.0 global $Velvety_Small = 0.01 global $Velvety_Large = 0.10 ;x3 - VelvetyRim.R (Misc1 Multiply) global persist $VelvetyRimRed = 1.0 global $VelvetyRimRed_Default = 0.0 global $VelvetyRimRed_Min = 0.0 global $VelvetyRimRed_Max = 2.0 global $VelvetyRimRed_Small = 0.01 global $VelvetyRimRed_Large = 0.10 ;y3 - VelvetyRim.G (Misc1 Add) global persist $VelvetyRimGreen = 0 global $VelvetyRimGreen_Default = 0.0 global $VelvetyRimGreen_Min = -1.0 global $VelvetyRimGreen_Max = 1.0 global $VelvetyRimGreen_Small = 0.01 global $VelvetyRimGreen_Large = 0.10 ;z3 - VelvetyRim.B (Misc2 Multiply) global persist $VelvetyRimBlue = -10000.0 global $VelvetyRimBlue_Default = -10000.0 global $VelvetyRimBlue_Min = -10.0 global $VelvetyRimBlue_Max = 0.0 global $VelvetyRimBlue_Small = 0.1 global $VelvetyRimBlue_Large = 1.0 ;w3 - VelvetyRim.A (Misc2 Add) global persist $VelvetyRimAlpha = 0.0 global $VelvetyRimAlpha_Default = 0.0 global $VelvetyRimAlpha_Min = 0.0 global $VelvetyRimAlpha_Max = 1.0 global $VelvetyRimAlpha_Small = 0.01 global $VelvetyRimAlpha_Large = 0.1 ;w0 - Ambient.RGB global persist $Ambient = 0.2 global $Ambient_Default = 0.0 global $Ambient_Min = 0.0 global $Ambient_Max = 1.0 global $Ambient_Small = 0.01 global $Ambient_Large = 0.1 ;x4 - Emissive global persist $Emissive = 0.0 global $Emissive_Default = 0.0 global $Emissive_Min = 0.0 global $Emissive_Max = 1.0 global $Emissive_Small = 0.01 global $Emissive_Large = 0.1 ;y4 - ScatterRate global persist $ScatterRate = 1.0 global $ScatterRate_Default = 0.0 global $ScatterRate_Min = 0.0 global $ScatterRate_Max = 1.0 global $ScatterRate_Small = 0.01 global $ScatterRate_Large = 0.1 ;z4 - ScatterDepth global persist $ScatterDepth = 0.0 global $ScatterDepth_Default = 0.0 global $ScatterDepth_Min = 0.0 global $ScatterDepth_Max = 1.0 global $ScatterDepth_Small = 0.01 global $ScatterDepth_Large = 0.1 global $textHeight = 0.03333333333333 global $CurrentAmount = 0 ; Sync the character vars $\Mods\Costumes\CostumeCustomizer\Common.ini\BaseRed = $BaseRed $\Mods\Costumes\CostumeCustomizer\Honoka.ini\BaseRed = $BaseRed $\Mods\Costumes\CostumeCustomizer\Marie.ini\BaseRed = $BaseRed $\Mods\Costumes\CostumeCustomizer\Common.ini\BaseGreen = $BaseGreen $\Mods\Costumes\CostumeCustomizer\Honoka.ini\BaseGreen = $BaseGreen $\Mods\Costumes\CostumeCustomizer\Marie.ini\BaseGreen = $BaseGreen $\Mods\Costumes\CostumeCustomizer\Common.ini\BaseBlue = $BaseBlue $\Mods\Costumes\CostumeCustomizer\Honoka.ini\BaseBlue = $BaseBlue $\Mods\Costumes\CostumeCustomizer\Marie.ini\BaseBlue = $BaseBlue $\Mods\Costumes\CostumeCustomizer\Common.ini\SpecularScale = $SpecularScale $\Mods\Costumes\CostumeCustomizer\Honoka.ini\SpecularScale = $SpecularScale $\Mods\Costumes\CostumeCustomizer\Marie.ini\SpecularScale = $SpecularScale [CommandListCursorSelect] local $SmallButton = 0.0 local $LargeButton = 0.0 local $TrackSet = -1.0 ; Left Track if 0.0109375 <= cursor_x && cursor_x <= 0.1744791667 $TrackSet = (cursor_x - 0.01354166667) / (0.171875 - 0.01354166667) if $TrackSet < 0 $TrackSet = 0 else if $TrackSet > 1 $TrackSet = 1 endif ; Right Track else if 0.1864583333 <= cursor_x && cursor_x <= 0.35 $TrackSet = (cursor_x - 0.1890625) / (0.3473958333 - 0.1890625) if $TrackSet < 0 $TrackSet = 0 else if $TrackSet > 1 $TrackSet = 1 endif endif ; Buttons if 0.01145833333 <= cursor_x if cursor_x <= 0.03125 ; Left Large Dec $LargeButton = -1.0 else if cursor_x <= 0.05104166667 ; Left Small Dec $SmallButton = -1.0 else if 0.1348958333 <= cursor_x if cursor_x <= 0.1546875 ; Left Small Inc $SmallButton = 1.0 else if cursor_x <= 0.1744791667 ; Left Large Inc $LargeButton = 1.0 else if 0.1869791667 <= cursor_x if cursor_x <= 0.2067708333 ; Right Large Dec $LargeButton = -1.0 else if cursor_x <= 0.2265625 ; Right Small Dec $SmallButton = -1.0 else if 0.3104166667 <= cursor_x if cursor_x <= 0.3302083333 ; Right Small Inc $SmallButton = 1.0 else if cursor_x <= 0.35 ; Right Large Inc $LargeButton = 1.0 endif endif endif endif endif endif endif endif ; Detect Which Row and Control Type Vertically ; Skip Top Region if 0.08425925926 <= cursor_y if cursor_y <= 0.1157407407 ; 1st Row Button if cursor_x < 0.18 $BaseRed = $BaseRed + ($SmallButton * $BaseRed_Small + $BaseRed_Large * $LargeButton) * $CurrentAmount if -0.005 < $BaseRed && $BaseRed < 0.005 $BaseRed = 0 endif ; Sync BaseRed $\Mods\Costumes\CostumeCustomizer\Common.ini\BaseRed = $BaseRed $\Mods\Costumes\CostumeCustomizer\Honoka.ini\BaseRed = $BaseRed $\Mods\Costumes\CostumeCustomizer\Marie.ini\BaseRed = $BaseRed else $Metalic = $Metalic + ($SmallButton * $Metalic_Small + $Metalic_Large * $LargeButton) * $CurrentAmount if -0.005 < $Metalic && $Metalic < 0.005 $Metalic = 0 endif endif else if 0.1351851852 <= cursor_y if cursor_y <= 0.1611111111 ; 1st Row Track if $TrackSet >= 0 if cursor_x < 0.18 $BaseRed = $TrackSet * ($BaseRed_Max - $BaseRed_Min) + $BaseRed_Min if -0.005 < $BaseRed && $BaseRed < 0.005 $BaseRed = 0 endif ; Sync BaseRed $\Mods\Costumes\CostumeCustomizer\Common.ini\BaseRed = $BaseRed $\Mods\Costumes\CostumeCustomizer\Honoka.ini\BaseRed = $BaseRed $\Mods\Costumes\CostumeCustomizer\Marie.ini\BaseRed = $BaseRed else $Metalic = $TrackSet * ($Metalic_Max - $Metalic_Min) + $Metalic_Min if -0.005 < $Metalic && $Metalic < 0.005 $Metalic = 0 endif endif endif else if 0.1731481481 <= cursor_y if cursor_y <= 0.2046296296 ; 2nd Row Buttons if cursor_x < 0.18 $BaseGreen = $BaseGreen + ($SmallButton * $BaseGreen_Small + $BaseGreen_Large * $LargeButton) * $CurrentAmount if -0.005 < $BaseGreen && $BaseGreen < 0.005 $BaseGreen = 0 endif ; Sync BaseGreen $\Mods\Costumes\CostumeCustomizer\Common.ini\BaseGreen = $BaseGreen $\Mods\Costumes\CostumeCustomizer\Honoka.ini\BaseGreen = $BaseGreen $\Mods\Costumes\CostumeCustomizer\Marie.ini\BaseGreen = $BaseGreen else $Reflectance = $Reflectance + ($SmallButton * $Reflectance_Small + $Reflectance_Large * $LargeButton) * $CurrentAmount endif else if 0.2240740741 <= cursor_y if cursor_y <= 0.25 ; 2nd Row Track if $TrackSet >= 0 if cursor_x < 0.18 $BaseGreen = $TrackSet * ($BaseGreen_Max - $BaseGreen_Min) + $BaseGreen_Min if -0.005 < $BaseGreen && $BaseGreen < 0.005 $BaseGreen = 0 endif ; Sync BaseGreen $\Mods\Costumes\CostumeCustomizer\Common.ini\BaseGreen = $BaseGreen $\Mods\Costumes\CostumeCustomizer\Honoka.ini\BaseGreen = $BaseGreen $\Mods\Costumes\CostumeCustomizer\Marie.ini\BaseGreen = $BaseGreen else $Reflectance = $TrackSet * ($Reflectance_Max - $Reflectance_Min) + $Reflectance_Min endif endif else if 0.262037037 <= cursor_y if cursor_y <= 0.2935185185 ; 3rd Row Buttons if cursor_x < 0.18 $BaseBlue = $BaseBlue + ($SmallButton * $BaseBlue_Small + $BaseBlue_Large * $LargeButton) * $CurrentAmount if -0.005 < $BaseBlue && $BaseBlue < 0.005 $BaseBlue = 0 endif ; Sync BaseBlue $\Mods\Costumes\CostumeCustomizer\Common.ini\BaseBlue = $BaseBlue $\Mods\Costumes\CostumeCustomizer\Honoka.ini\BaseBlue = $BaseBlue $\Mods\Costumes\CostumeCustomizer\Marie.ini\BaseBlue = $BaseBlue else $SpecularScale = $SpecularScale + ($SmallButton * $SpecularScale_Small + $SpecularScale_Large * $LargeButton) * $CurrentAmount ; Sync Spec Scale $\Mods\Costumes\CostumeCustomizer\Common.ini\SpecularScale = $SpecularScale $\Mods\Costumes\CostumeCustomizer\Honoka.ini\SpecularScale = $SpecularScale $\Mods\Costumes\CostumeCustomizer\Marie.ini\SpecularScale = $SpecularScale endif else if 0.312962963 <= cursor_y if cursor_y <= 0.3388888889 ; 3rd Row Track if $TrackSet >= 0 if cursor_x < 0.18 $BaseBlue = $TrackSet * ($BaseBlue_Max - $BaseBlue_Min) + $BaseBlue_Min if -0.005 < $BaseBlue && $BaseBlue < 0.005 $BaseBlue = 0 endif ; Sync BaseBlue $\Mods\Costumes\CostumeCustomizer\Common.ini\BaseBlue = $BaseBlue $\Mods\Costumes\CostumeCustomizer\Honoka.ini\BaseBlue = $BaseBlue $\Mods\Costumes\CostumeCustomizer\Marie.ini\BaseBlue = $BaseBlue else $SpecularScale = $TrackSet * ($SpecularScale_Max - $SpecularScale_Min) + $SpecularScale_Min ; Sync Spec Scale $\Mods\Costumes\CostumeCustomizer\Common.ini\SpecularScale = $SpecularScale $\Mods\Costumes\CostumeCustomizer\Honoka.ini\SpecularScale = $SpecularScale $\Mods\Costumes\CostumeCustomizer\Marie.ini\SpecularScale = $SpecularScale endif endif else if 0.3509259259 <= cursor_y if cursor_y <= 0.3824074074 ; 4th Row Buttons if cursor_x < 0.18 $IblDiffuse = $IblDiffuse + ($SmallButton * $IblDiffuse_Small + $IblDiffuse_Large * $LargeButton) * $CurrentAmount else $Glossiness = $Glossiness + ($SmallButton * $Glossiness_Small + $Glossiness_Large * $LargeButton) * $CurrentAmount endif else if 0.4018518519 <= cursor_y if cursor_y <= 0.4277777778 ; 4th Row Track if $TrackSet >= 0 if cursor_x < 0.18 $IblDiffuse = $TrackSet * ($IblDiffuse_Max - $IblDiffuse_Min) + $IblDiffuse_Min else $Glossiness = $TrackSet * ($Glossiness_Max - $Glossiness_Min) + $Glossiness_Min endif endif else if 0.4398148148 <= cursor_y if cursor_y <= 0.4712962963 ; 5th Row Buttons if cursor_x < 0.18 $IblSpecular = $IblSpecular + ($SmallButton * $IblSpecular_Small + $IblSpecular_Large * $LargeButton) * $CurrentAmount else $Ambient = $Ambient + ($SmallButton * $Ambient_Small + $Ambient_Large * $LargeButton) * $CurrentAmount endif else if 0.4907407407 <= cursor_y if cursor_y <= 0.5166666667 ; 5th Row Track if $TrackSet >= 0 if cursor_x < 0.18 $IblSpecular = $TrackSet * ($IblSpecular_Max - $IblSpecular_Min) + $IblSpecular_Min else $Ambient = $TrackSet * ($Ambient_Max - $Ambient_Min) + $Ambient_Min endif endif else if 0.5287037037 <= cursor_y if cursor_y <= 0.5601851852 ; 6th Row Buttons if cursor_x < 0.18 $Rim = $Rim + ($SmallButton * $Rim_Small + $Rim_Large * $LargeButton) * $CurrentAmount else $VelvetyRimRed = $VelvetyRimRed + ($SmallButton * $VelvetyRimRed_Small + $VelvetyRimRed_Large * $LargeButton) * $CurrentAmount endif else if 0.5796296296 <= cursor_y if cursor_y <= 0.6055555556 ; 6th Row Track if $TrackSet >= 0 if cursor_x < 0.18 $Rim = $TrackSet * ($Rim_Max - $Rim_Min) + $Rim_Min else $VelvetyRimRed = $TrackSet * ($VelvetyRimRed_Max - $VelvetyRimRed_Min) + $VelvetyRimRed_Min endif endif else if 0.6175925926 <= cursor_y if cursor_y <= 0.6490740741 ; 7th Row Buttons if cursor_x < 0.18 $Velvety = $Velvety + ($SmallButton * $Velvety_Small + $Velvety_Large * $LargeButton) * $CurrentAmount else $VelvetyRimGreen = $VelvetyRimGreen + ($SmallButton * $VelvetyRimGreen_Small + $VelvetyRimGreen_Large * $LargeButton) * $CurrentAmount endif else if 0.6685185185 <= cursor_y if cursor_y <= 0.6944444444 ; 7th Row Track if $TrackSet >= 0 if cursor_x < 0.18 $Velvety = $TrackSet * ($Velvety_Max - $Velvety_Min) + $Velvety_Min else $VelvetyRimGreen = $TrackSet * ($VelvetyRimGreen_Max - $VelvetyRimGreen_Min) + $VelvetyRimGreen_Min endif endif else if 0.7064814815 <= cursor_y if cursor_y <= 0.737962963 ; 8th Row Buttons if cursor_x < 0.18 $Emissive = $Emissive + ($SmallButton * $Emissive_Small + $Emissive_Large * $LargeButton) * $CurrentAmount else if ($SmallButton + $LargeButton) > 0 && $VelvetyRimBlue < -10 $VelvetyRimBlue = -10 else $VelvetyRimBlue = $VelvetyRimBlue + ($SmallButton * $VelvetyRimBlue_Small + $VelvetyRimBlue_Large * $LargeButton) * $CurrentAmount endif if ($VelvetyRimBlue < -10) $VelvetyRimBlue = -10000 endif endif else if 0.7574074074 <= cursor_y if cursor_y <= 0.7833333333 ; 8th Row Track if $TrackSet >= 0 if cursor_x < 0.18 $Emissive = $TrackSet * ($Emissive_Max - $Emissive_Min) + $Emissive_Min else if $TrackSet == 0 $VelvetyRimBlue = -10000 else $VelvetyRimBlue = $TrackSet * ($VelvetyRimBlue_Max - $VelvetyRimBlue_Min) + $VelvetyRimBlue_Min endif endif endif else if 0.7953703704 <= cursor_y if cursor_y <= 0.8268518519 ; 9th Row Buttons if cursor_x < 0.18 $ScatterRate = $ScatterRate + ($SmallButton * $ScatterRate_Small + $ScatterRate_Large * $LargeButton) * $CurrentAmount else $VelvetyRimAlpha = $VelvetyRimAlpha + ($SmallButton * $VelvetyRimAlpha_Small + $VelvetyRimAlpha_Large * $LargeButton) * $CurrentAmount endif else if 0.8462962963 <= cursor_y if cursor_y <= 0.8722222222 ; 9th Row Track if $TrackSet >= 0 if cursor_x < 0.18 $ScatterRate = $TrackSet * ($ScatterRate_Max - $ScatterRate_Min) + $ScatterRate_Min else $VelvetyRimAlpha = $TrackSet * ($VelvetyRimAlpha_Max - $VelvetyRimAlpha_Min) + $VelvetyRimAlpha_Min endif endif else if 0.8842592593 <= cursor_y if cursor_y <= 0.9157407407 ; 10th Row Buttons if cursor_x < 0.18 $ScatterDepth = $ScatterDepth + ($SmallButton * $ScatterDepth_Small + $ScatterDepth_Large * $LargeButton) * $CurrentAmount endif else if 0.9351851852 <= cursor_y if cursor_y <= 0.9611111111 ; 10th Row Track if $TrackSet >= 0 if cursor_x < 0.18 $ScatterDepth = $TrackSet * ($ScatterDepth_Max - $ScatterDepth_Min) + $ScatterDepth_Min endif endif endif endif endif endif endif endif endif endif endif endif endif endif endif endif endif endif endif endif endif endif endif ; Check for Reset Button if 0.19375 <= cursor_x && cursor_x <= 0.3432291667 && 0.8833333333 <= cursor_y && cursor_y <= 0.9537037037 run = CommandListResetMaterials endif [CommandListResetMaterials] $BaseRed = $BaseRed_Default $BaseGreen = $BaseGreen_Default $BaseBlue = $BaseBlue_Default $Metalic = $Metalic_Default $Reflectance = $Reflectance_Default $SpecularScale = $SpecularScale_Default $Glossiness = $Glossiness_Default $IblDiffuse = $IblDiffuse_Default $IblSpecular = $IblSpecular_Default $Rim = $Rim_Default $Velvety = $Velvety_Default $VelvetyRimRed = $VelvetyRimRed_Default $VelvetyRimGreen = $VelvetyRimGreen_Default $VelvetyRimBlue = $VelvetyRimBlue_Default $VelvetyRimAlpha = $VelvetyRimAlpha_Default $Ambient = $Ambient_Default $Emissive = $Emissive_Default $ScatterRate = $ScatterRate_Default $ScatterDepth = $ScatterDepth_Default ; Sync the character vars $\Mods\Costumes\CostumeCustomizer\Common.ini\BaseRed = $BaseRed $\Mods\Costumes\CostumeCustomizer\Honoka.ini\BaseRed = $BaseRed $\Mods\Costumes\CostumeCustomizer\Marie.ini\BaseRed = $BaseRed $\Mods\Costumes\CostumeCustomizer\Common.ini\BaseGreen = $BaseGreen $\Mods\Costumes\CostumeCustomizer\Honoka.ini\BaseGreen = $BaseGreen $\Mods\Costumes\CostumeCustomizer\Marie.ini\BaseGreen = $BaseGreen $\Mods\Costumes\CostumeCustomizer\Common.ini\BaseBlue = $BaseBlue $\Mods\Costumes\CostumeCustomizer\Honoka.ini\BaseBlue = $BaseBlue $\Mods\Costumes\CostumeCustomizer\Marie.ini\BaseBlue = $BaseBlue $\Mods\Costumes\CostumeCustomizer\Common.ini\SpecularScale = $SpecularScale $\Mods\Costumes\CostumeCustomizer\Honoka.ini\SpecularScale = $SpecularScale $\Mods\Costumes\CostumeCustomizer\Marie.ini\SpecularScale = $SpecularScale [ShaderRegexCS_01] shader_model = cs_5_0 temps = tmpIndex pre local $backupX0 = x0 pre local $backupX1 = x1 pre local $backupX2 = x2 pre local $backupX3 = x3 pre local $backupX4 = x4 pre local $backupY0 = y0 pre local $backupY1 = y1 pre local $backupY2 = y2 pre local $backupY3 = y3 pre local $backupY4 = y4 pre local $backupZ0 = z0 pre local $backupZ1 = z1 pre local $backupZ2 = z2 pre local $backupZ3 = z3 pre local $backupZ4 = z4 pre local $backupW0 = w0 pre local $backupW1 = w1 pre local $backupW2 = w2 pre local $backupW3 = w3 pre local $backupW4 = w4 ; Update the INI Params to reflect the custom material params pre x0 = $BaseRed pre y0 = $BaseGreen pre z0 = $BaseBlue pre x1 = $Metalic pre y1 = $Reflectance pre z1 = $SpecularScale pre w1 = $Glossiness pre x2 = $IblDiffuse pre y2 = $IblSpecular pre z2 = $Rim pre w2 = $Velvety pre x3 = $VelvetyRimRed pre y3 = $VelvetyRimGreen pre z3 = $VelvetyRimBlue pre w3 = $VelvetyRimAlpha pre w0 = $Ambient pre x4 = $Emissive pre y4 = $ScatterRate pre z4 = $ScatterDepth ; Reset back the INI Params post x0 = $backupX0 post x1 = $backupX1 post x2 = $backupX2 post x3 = $backupX3 post x4 = $backupX4 post y0 = $backupY0 post y1 = $backupY1 post y2 = $backupY2 post y3 = $backupY3 post y4 = $backupY4 post z0 = $backupZ0 post z1 = $backupZ1 post z2 = $backupZ2 post z3 = $backupZ3 post z4 = $backupZ4 post w0 = $backupW0 post w1 = $backupW1 post w2 = $backupW2 post w3 = $backupW3 post w4 = $backupW4 [ShaderRegexCS_01.InsertDeclarations] dcl_resource_texture1d (float,float,float,float) t120 dcl_resource_texture1d (float,float,float,float) t96 [ShaderRegexCS_01.Pattern] ([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{3}), (?Pr[0-9]*\.[xyzw]), l\(0\), t12\.xyzx\n ([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{4}), (?P=index), l\(16\), t12\.xyzw\n ([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{3}), (?P=index), l\(32\), t12\.xyzx\n ([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{3}), (?P=index), l\(48\), t12\.xyzx\n ([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{3}), (?P=index), l\(80\), t12\.xyzx\n ([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{2}), (?P=index), l\(96\), t12\.xxxy\n ([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{3}), (?P=index), l\(112\), t12\.xyzx\n ([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{4}), (?P=index), l\(128\), t12\.xyzw\n [ShaderRegexCS_01.Pattern.Replace] uge ${tmpIndex}.x, $index, l(2048)\n if_z ${tmpIndex}.x\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $light, $index, l(128), t12.xyzw\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $ambient, $index, l(112), t12.xyzx\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $velrim, $index, l(96), t12.xxxy\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $velvet, $index, l(80), t12.xyzx\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $iblspec, $index, l(48), t12.xyzx\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $ibldif, $index, l(32), t12.xyzx\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $reflect, $index, l(16), t12.xyzw\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $base, $index, l(0), t12.xyzx\n else\n uge ${tmpIndex}.x, $index, l(2049)\n if_z ${tmpIndex}.x\n ld_indexable(texture1d)(float,float,float,float) $base, l(0,0,0,0), t120.xyzx\n ld_indexable(texture1d)(float,float,float,float) $reflect, l(1,0,0,0), t120.xyzw\n ld_indexable(texture1d)(float,float,float,float) $ibldif, l(2,0,0,0), t120.xxxx\n ld_indexable(texture1d)(float,float,float,float) $iblspec, l(2,0,0,0), t120.yyyy\n ld_indexable(texture1d)(float,float,float,float) $velvet, l(2,0,0,0), t120.wwww\n ld_indexable(texture1d)(float,float,float,float) $velrim, l(3,0,0,0), t120.xxxy\n ld_indexable(texture1d)(float,float,float,float) $ambient, l(0,0,0,0), t120.wwww\n ld_indexable(texture1d)(float,float,float,float) $light, l(4,0,0,0), t120.xyzx\n mov r14.w, l(257)\n else\n iadd ${tmpIndex}.x, $index, l(-2048)\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $base, ${tmpIndex}.x, l(0), t96.xyzx\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $reflect, ${tmpIndex}.x, l(16), t96.xyzw\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $ibldif, ${tmpIndex}.x, l(32), t96.xyzx\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $iblspec, ${tmpIndex}.x, l(48), t96.xyzx\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $velvet, ${tmpIndex}.x, l(80), t96.xyzx\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $velrim, ${tmpIndex}.x, l(96), t96.xxxy\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $ambient, ${tmpIndex}.x, l(112), t96.xyzx\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $light, ${tmpIndex}.x, l(128), t96.xyzw\n endif\n endif\n [ShaderRegexCS_02] shader_model = cs_5_0 temps = tmpIndex [ShaderRegexCS_02.InsertDeclarations] dcl_resource_texture1d (float,float,float,float) t120 dcl_resource_texture1d (float,float,float,float) t96 [ShaderRegexCS_02.Pattern] ([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{3}), (?Pr[0-9]*\.[xyzw]), l\(0\), t12\.xyzx\n ([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{4}), (?P=index), l\(16\), t12\.xyzw\n ([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{3}), (?P=index), l\(32\), t12\.xyzx\n ([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{3}), (?P=index), l\(48\), t12\.xyzx\n ([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{3}), (?P=index), l\(64\), t12\.xyzx\n ([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{3}), (?P=index), l\(80\), t12\.xyzx\n ([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{4}), (?P=index), l\(96\), t12\.xyzw\n ([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{3}), (?P=index), l\(112\), t12\.xyzx\n ([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{4}), (?P=index), l\(128\), t12\.yzwx\n [ShaderRegexCS_02.Pattern.Replace] uge ${tmpIndex}.y, $index, l(2048)\n if_z ${tmpIndex}.y\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $light, $index, l(128), t12.yzwx\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $ambient, $index, l(112), t12.xyzx\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $velrim, $index, l(96), t12.xyzw\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $velvet, $index, l(80), t12.xyzx\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $rim, $index, l(64), t12.xyzx\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $iblspec, $index, l(48), t12.xyzx\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $ibldif, $index, l(32), t12.xyzx\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $reflect, $index, l(16), t12.xyzw\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $base, $index, l(0), t12.xyzx\n else\n uge ${tmpIndex}.y, $index, l(2049)\n if_z ${tmpIndex}.y\n ld_indexable(texture1d)(float,float,float,float) $base, l(0,0,0,0), t120.xyzx\n ld_indexable(texture1d)(float,float,float,float) $reflect, l(1,0,0,0), t120.xyzw\n ld_indexable(texture1d)(float,float,float,float) $ibldif, l(2,0,0,0), t120.xxxx\n ld_indexable(texture1d)(float,float,float,float) $iblspec, l(2,0,0,0), t120.yyyy\n ld_indexable(texture1d)(float,float,float,float) $rim, l(2,0,0,0), t120.zzzz\n ld_indexable(texture1d)(float,float,float,float) $velvet, l(2,0,0,0), t120.wwww\n ld_indexable(texture1d)(float,float,float,float) $velrim, l(3,0,0,0), t120.xyzw\n ld_indexable(texture1d)(float,float,float,float) $ambient, l(0,0,0,0), t120.wwww\n ld_indexable(texture1d)(float,float,float,float) $light, l(4,0,0,0), t120.xyzx\n mov r15.w, l(257)\n else\n iadd ${tmpIndex}.y, $index, l(-2048)\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $light, ${tmpIndex}.y, l(128), t96.yzwx\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $ambient, ${tmpIndex}.y, l(112), t96.xyzx\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $velrim, ${tmpIndex}.y, l(96), t96.xyzw\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $velvet, ${tmpIndex}.y, l(80), t96.xyzx\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $rim, ${tmpIndex}.y, l(64), t96.xyzx\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $iblspec, ${tmpIndex}.y, l(48), t96.xyzx\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $ibldif, ${tmpIndex}.y, l(32), t96.xyzx\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $reflect, ${tmpIndex}.y, l(16), t96.xyzw\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $base, ${tmpIndex}.y, l(0), t96.xyzx\n endif\n endif\n [ShaderRegexCS_03] shader_model = cs_5_0 temps = tmpIndex [ShaderRegexCS_03.InsertDeclarations] dcl_resource_texture1d (float,float,float,float) t120 dcl_resource_texture1d (float,float,float,float) t96 [ShaderRegexCS_03.Pattern] ([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{3}), (?Pr[0-9]*\.[xyzw]), l\(0\), t12\.xyzx\n ([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{4}), (?P=index), l\(16\), t12\.xyzw\n ([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{3}), (?P=index), l\(32\), t12\.xyzx\n ([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{3}), (?P=index), l\(48\), t12\.xyzx\n ([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{3}), (?P=index), l\(64\), t12\.xyzx\n ([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{3}), (?P=index), l\(80\), t12\.xyzx\n ([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{4}), (?P=index), l\(96\), t12\.xyzw\n ([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{3}), (?P=index), l\(112\), t12\.xyzx\n ([ \t]*)ld_structured_indexable\(structured_buffer, stride=144\)\(mixed,mixed,mixed,mixed\) (?Pr[0-9]*\.[xyzw]{4}), (?P=index), l\(128\), t12\.yzwx\n [ShaderRegexCS_03.Pattern.Replace] uge ${tmpIndex}.z, $index, l(2048)\n if_z ${tmpIndex}.z\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $light, $index, l(128), t12.yzwx\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $ambient, $index, l(112), t12.xyzx\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $velrim, $index, l(96), t12.xyzw\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $velvet, $index, l(80), t12.xyzx\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $rim, $index, l(64), t12.xyzx\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $iblspec, $index, l(48), t12.xyzx\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $ibldif, $index, l(32), t12.xyzx\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $reflect, $index, l(16), t12.xyzw\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $base, $index, l(0), t12.xyzx\n else\n uge ${tmpIndex}.z, $index, l(2049)\n if_z ${tmpIndex}.z\n ld_indexable(texture1d)(float,float,float,float) $base, l(0,0,0,0), t120.xyzx\n ld_indexable(texture1d)(float,float,float,float) $reflect, l(1,0,0,0), t120.xyzw\n ld_indexable(texture1d)(float,float,float,float) $ibldif, l(2,0,0,0), t120.xxxx\n ld_indexable(texture1d)(float,float,float,float) $iblspec, l(2,0,0,0), t120.yyyy\n ld_indexable(texture1d)(float,float,float,float) $rim, l(2,0,0,0), t120.zzzz\n ld_indexable(texture1d)(float,float,float,float) $velvet, l(2,0,0,0), t120.wwww\n ld_indexable(texture1d)(float,float,float,float) $velrim, l(3,0,0,0), t120.xyzw\n ld_indexable(texture1d)(float,float,float,float) $ambient, l(0,0,0,0), t120.wwww\n ld_indexable(texture1d)(float,float,float,float) $light, l(4,0,0,0), t120.xyzx\n mov r15.w, l(257)\n else\n iadd ${tmpIndex}.z, $index, l(-2048)\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $light, ${tmpIndex}.z, l(128), t96.yzwx\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $ambient, ${tmpIndex}.z, l(112), t96.xyzx\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $velrim, ${tmpIndex}.z, l(96), t96.xyzw\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $velvet, ${tmpIndex}.z, l(80), t96.xyzx\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $rim, ${tmpIndex}.z, l(64), t96.xyzx\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $iblspec, ${tmpIndex}.z, l(48), t96.xyzx\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $ibldif, ${tmpIndex}.z, l(32), t96.xyzx\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $reflect, ${tmpIndex}.z, l(16), t96.xyzw\n ld_structured_indexable(structured_buffer, stride=144)(mixed,mixed,mixed,mixed) $base, ${tmpIndex}.z, l(0), t96.xyzx\n endif\n endif\n [ResourceNoCustomMat] type=buffer format = R8_UINT data = 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 [ResourceCustomMat] type=buffer format = R8_UINT data = 255 255 255 255 255 255 255 255 255 255 255 255 255 255 255 255 [ShaderRegexPSWithCS] shader_model = ps_5_0 temps = check pre ps-cb11 = ResourceNoCustomMat post ps-cb11 = ResourceNoCustomMat [ShaderRegexPSWithCS.InsertDeclarations] dcl_resource_texture1d (float,float,float,float) t120 dcl_constantbuffer cb11[1], immediateIndexed [ShaderRegexPSWithCS.Pattern] (?Pmov o3.xyz, cb1?2\[9\].*)\n [ShaderRegexPSWithCS.Pattern.Replace] $orig\n if_nz cb11[0].x\n mov o3.xy, l(0.0, 0.031372549)\n endif\n [ShaderRegexPSNoCS1] ; The above custom materials only affects shaders that utilize the ps-cb2[9] (IDandFresnel) parameter which not all of them do ; This attempts to change any PS that only does 1 output which in effect doesn't use cb2[9]. There are 3 shaders identified that use cb2[22] and 4 outputs but not cb2[9] which are listed below. However none of these are identified in the d3dx.ini. ;2d07ca67006c7a00-ps.txt ;bbae0025efb9ea38-ps.txt ;d51433e9122e0b53-ps.txt ; Material Editor for BaseColor into MaterialMulColor shader_model = ps_5_0 temps = param tmpParam check pre local $backupX0 = x0 pre local $backupY0 = y0 pre local $backupZ0 = z0 ; Update the INI Params to reflect the custom material params pre x0 = $BaseRed pre y0 = $BaseGreen pre z0 = $BaseBlue pre ps-cb11 = ResourceNoCustomMat ; Reset back the INI Params post x0 = $backupX0 post y0 = $backupY0 post z0 = $backupZ0 post ps-cb11 = ResourceNoCustomMat [ShaderRegexPSNoCS1.InsertDeclarations] dcl_resource_texture1d (float,float,float,float) t120 dcl_constantbuffer cb11[1], immediateIndexed [ShaderRegexPSNoCS1.Pattern] (?Pdcl_output o0\..*\n dcl_temps(.|\n)* )\n (?P.*) (?Pcb1?2)\[22\]\.(?P[xyz]?xyz[xyz]?) [ShaderRegexPSNoCS1.Pattern.Replace] $before\n mov $param.xyzw, $cbres[22].xyzw\n if_nz cb11[0].x\n ld_indexable(texture1d)(float,float,float,float) $tmpParam.xyz, l(0,0,0,0), t120.xyzx\n mul $param.xyz, $param.xyzw, $tmpParam.xyzw\n endif\n $inst $param.$swiz [ShaderRegexPSNoCS2] shader_model = ps_5_0 temps = param check [ShaderRegexPSNoCS2.InsertDeclarations] dcl_resource_texture1d (float,float,float,float) t120 dcl_constantbuffer cb11[1], immediateIndexed [ShaderRegexPSNoCS2.Pattern] (?Pdcl_output o0\..*\n dcl_temps(.*\n)* .* t96\.(.*\n)*) sample_indexable\(texture2d\)\(float,float,float,float\) (?Pr[0-9]*.[xyzw]*), (?P.*), t2\.(?P[xyzw]*), s2 [ShaderRegexPSNoCS2.Pattern.Replace] $before\n sample_indexable(texture2d)(float,float,float,float) $specDest, $specIndex, t2.$specSwiz, s2\n if_nz cb11[0].x\n mov $param, l(1.0, 1.0, 1.0, 1.0)\n ld_indexable(texture1d)(float,float,float,float) $param.xyz, l(0,0,0,0), t120.xyzx\n mul $specDest, $specDest, $param.$specSwiz\n ld_indexable(texture1d)(float,float,float,float) $param.xyz, l(1,0,0,0), t120.zzzz\n mul $specDest, $specDest, $param.$specSwiz\n endif [Resource2DMaterialMenu] filename=shared/MaterialMenu.png max_copies_per_frame = 1 [Resource2DCursor] filename=shared/cursor.png max_copies_per_frame = 1 [CustomShader2DMenu] vs = draw_2d.hlsl ps = draw_2d.hlsl blend = ADD SRC_ALPHA INV_SRC_ALPHA cull = none topology = triangle_strip o0 = set_viewport bb ; Scaling w7 = 1 ; Flip Y: z7 = 0 ; Draw Menu x5=-1.0 y5=-1.0 x6=1.0 y6=1.0 ps-t100 = Resource2DMaterialMenu Draw = 4,0 post ps-t100 = null [CustomShaderCursor] vs = draw_2d.hlsl ps = draw_2d.hlsl blend = ADD SRC_ALPHA INV_SRC_ALPHA cull = none topology = triangle_strip o0 = set_viewport bb ; Scaling w7 = 1 ; Flip Y: z7 = 0 ; Draw Cursor x5 = cursor_x * 2.0 - 1.0 y5 = cursor_y * -2.0 + 0.94 x6 = x5 + 0.04 y6 = y5 + 0.06 ps-t100 = Resource2DCursor Draw = 4,0 post ps-t100 = null [Present] if $\Mods\Costumes\CostumeCustomizer\Menu.ini\config_menu == $\Mods\Costumes\CostumeCustomizer\Menu.ini\material_slot run = CustomShader2DMenu ; Left Menu $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\left = -0.84 $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\right = -0.7525 $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\background = 0.0 $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = 0.794 $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $BaseRed run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $BaseGreen $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = 0.616 $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $BaseBlue $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = 0.438 $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $IblDiffuse $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = 0.259 $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $IblSpecular $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = 0.081 $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $Rim $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = -0.097 $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $Velvety $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = -0.274 $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $Emissive $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = -0.452 $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $ScatterRate $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = -0.63 $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $ScatterDepth $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = -0.808 $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat ; Right Menu $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\left = -0.49 $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\right = -0.402 $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = 0.794 $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $Metalic run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $Reflectance $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = 0.616 $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $SpecularScale $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = 0.438 $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $Glossiness $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = 0.259 $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $Ambient $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = 0.081 $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $VelvetyRimRed $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = -0.097 $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $VelvetyRimGreen $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = -0.274 $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $VelvetyRimBlue $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = -0.452 $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\value = $VelvetyRimAlpha $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top = -0.63 $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\bottom = $\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\top - $textHeight run = CommandList\Mods\Costumes\CostumeCustomizer\DrawFloat.ini\RenderFloat run = CustomShaderCursor endif