User:Pdan4: Difference between revisions

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(The shader used on the hydra tested in Ep2.)
 
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'''<code>Jellyfish</code>'''
Dan.
This shader usually results in wireframe and therefore is unreliable and doesn't work. There is a glitch where this shader splits the player's view into four rectangular quadrants, and multiplies one colour per quadrant on the model. The "gradient" overlay on the model is locked to the player view; it doesn't pan, but it does resize as the view nears the model. The "$gradienttexture" seems to have no effect. Models with this shader are fullbright.
Spectacularly Blank.
{{Note|This entire page was written with information from testing the shader in Episode 2 ONLY.}}
 
== Shader specific parameters ==
; <code>$gradienttexture</code>
: Does nothing.
 
; <code>$SilhouetteColor</code>
; <code>$SilhouetteThickness</code>
: Scales the generic fade amount along the models edge.
 
; <code>$GroundMin</code>
; <code>$GroundMax</code>
: Both describe an interval used to fade out the shader. Supposedly requires a custom [[material_proxies|material proxy]] to work correctly on non-stationary models.
 
 
== Supported effects ==
 
*<code>[[$normalmap]]</code>
*<code>[[$colortint]]</code>
 
[[Category:List of Shaders]]
[[Category:Stubs]]

Latest revision as of 23:29, 25 October 2023

Dan. Spectacularly Blank.