//just has color with shadow pass,No highlight
#pragma hint acceptshadow toggle
#pragma label acceptshadow "AcceptShadow"
//color pannel
#pragma hint basecolor color
#pragma label basecolor "RenderColor"
//get the angel
float angel()
{
return dot(I,P);
}
surface
vertexFx_particleShader(int acceptshadow=1;vector basecolor={0.6,0.64,0.7})
{
vector initcolor=(0,0,0);
vector tempcolor=(0,0,0);
illuminance(P,N,angel())
{
tempcolor=tempcolor+shadow(Cl);
}
if (acceptshadow==1)
{
Cf=tempcolor*basecolor;
}
else
{
Cf=basecolor;
}
}