feat(ugc): opt-in metal and glow shader groups in made models

Player models are multishader (RenderComponent shader 100): the client
wraps each NiLODNode and draws it with the mapShaders id in its name.
With shader_metal, shader_brushed or shader_glow set, the opaque bricks
are split by look into S<id>_Metal_Model, S<id>_Brushed_Model and
S<id>_Glow_Model beside S01_Opaque_Model and S01_Alpha_Model, each with
every LOD level. Metal is LU Toolbox's metallic colors plus Materials.xml
types (shinySteel; brushedSteel and matteSteel for brushed), glow its
glow colors. Glow shapes get an emissive material (glow_emissive) and
their plain color, not the baked one. Transparent glow stays in S01_Alpha.

All off by default, which writes the same bytes as before (tested). Not
how live looked; models already made change only when made again.

The icon renderer reads the groups back by tag and draws glow at its
plain color and metal with a tinted reflection and highlight.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-28 09:55:00 -05:00
parent b65220b446
commit c39b7ee935
16 changed files with 560 additions and 45 deletions

View File

@@ -69,7 +69,7 @@ namespace UgcBricks {
const auto channel = [element](const char* name, uint32_t fallback) {
return static_cast<uint8_t>(std::min<uint32_t>(element->UnsignedAttribute(name, fallback), 255));
};
materials[id] = Material{ channel("Red", 160), channel("Green", 160), channel("Blue", 160), channel("Alpha", 255) };
materials[id] = Material{ channel("Red", 160), channel("Green", 160), channel("Blue", 160), channel("Alpha", 255), element->Attribute("MaterialType") ? element->Attribute("MaterialType") : "" };
}
return materials;
}