WindowImposter

From Valve Developer Community
Jump to: navigation, search

Stub

This article or section is a stub. You can help by adding to it.

WindowImposter accepts only $envmap which is force drawn no matter the user settings or console commands used, like mat_specular 0.

Note.pngNote:Does accept some parameters in Garry's Mod Garry's Mod, such as $alpha
Blank image.pngTodo: Which parameters? Other branches?

The faces' orientation isn't taken into account when reflecting the cubemap, which makes it very convenient for making multiple fake skyboxes.

In Half-Life 2, WindowImposter is used by the material dev/dev_windowportal.vmt, and used extensively on func_illusionary or func_brush entities in conjunction with func_areaportalwindow.

Warning.pngWarning:The cubemap will have broken/corrupted colors on HDR lighting if you don't have a HDR texture supplied. To fix this, you must generate a HDR version of your cubemap/skybox texture. Name this HDR version the same as your normal texture, but add .hdr to the name. This texture needs to be in RGBA16161616F format. For example if your cubemap is named mystuff/coolsky.vtf, you should have the HDR version named as mystuff/coolsky.hdr.vtf. The game will automatically load the HDR version and fallback to the normal texture for LDR clients.
Warning.pngWarning:This shader only works on brushes and displacements.

Example VMT

WindowImposter
{
	"$envmap" "space/space_envmap"
}