Sky (Source 1 shader): Difference between revisions
No edit summary |
No edit summary |
||
(19 intermediate revisions by 7 users not shown) | |||
Line 1: | Line 1: | ||
'''Sky''' is a shader for materials in [[Source]] meant for [[Skybox_(2D)|2D skyboxes]]. The old method of making skyboxes before [[Source 2007]] involved using the [[UnlitGeneric]] shader with <code>[[$ignorez]] | {{tabsBar|main=Sky (shader)}} | ||
'''Sky''' is a shader for materials in [[Source]] meant for [[Skybox_(2D)|2D skyboxes]]. The old method of making skyboxes before [[Source 2007]] involved using the [[UnlitGeneric]] shader with <code>[[$ignorez|$ignorez 1]]</code>. This shader expands the amount of usable parameters and also allows for [[HDR]] skyboxes. | |||
{{tip|{{l4d2|since}} [[$basetexture]] is not necessary for games that are HDR-only, as only the [[$hdrbasetexture]] or [[$hdrcompressedtexture]] will be used.}} | |||
{{note|This shader always ignores fog. Skyboxes with [[UnlitGeneric]] (and without <code>$nofog 1</code>) are affected by fog.}} | |||
{{warning|The {{cs2|2}} import script doesn't like {{code|$hdrcompressedtexture}}; change it to {{code|$basetexture}}, then decompress to {{w|OpenEXR|EXR}} with {{no_vtf|3.1}} and use that instead{{clarify}}.}} | |||
{{warning|While rare, mat_fullbright set to 1 might sometimes break the rendering of this shader.}} | |||
=== With an uncompressed HDR skybox texture === | |||
If the skybox texture uses [[Valve Texture Format#Image_data_formats|uncompressed BGRA16f16f16f16f]], then the [[VMT]] should look something like this: | |||
< | <syntaxhighlight lang=php> | ||
sky | |||
{ | { | ||
$basetexture skybox/sky_wasteland_00up // Sky texture to use for LDR | |||
$hdrbasetexture skybox/sky_wasteland_00_hdrup // Uncompressed HDR Sky texture to use for HDR-enabled maps | |||
$nofog 1 | |||
$ignorez 1 | |||
$nomip 1 | |||
} | } | ||
</ | </syntaxhighlight> | ||
=== With a compressed HDR skybox texture === | |||
If the skybox has been [[Valve Texture Format#HDR compression|compressed using BGRA8888]], then [[$hdrcompressedtexture]] should be used instead: | |||
<syntaxhighlight lang=php> | |||
sky | |||
{ | |||
$basetexture skybox/sky_wasteland_00up // Sky texture to use for LDR | |||
$hdrcompressedtexture skybox/sky_wasteland_00_hdrup // Compressed HDR Sky texture to use for HDR-enabled maps | |||
$nofog 1 | |||
$ignorez 1 | |||
$nomip 1 | |||
} | |||
</syntaxhighlight> | |||
{{todo|Figure out what the "HDR compression method B" mentioned in {{file|sky_hdr_dx9|cpp}} does differently, as it asks for $hdrcompressedtexture0, $hdrcompressedtexture1, and $hdrcompressedtexture2 instead of a single $hdrcompressedtexture.}} | |||
=== Without an HDR skybox texture === | |||
If an HDR version of the skybox texture is not available, [[$hdrbasetexture]] can use the same VTF as [[$basetexture]]: | |||
<syntaxhighlight lang=php> | |||
sky | |||
{ | |||
$basetexture skybox/sky_wasteland_00up // Sky texture to use for LDR | |||
$hdrbasetexture skybox/sky_wasteland_00up // Sky texture to use for HDR, if the texture has NOT been specifically compiled for HDR | |||
$nofog 1 | |||
$ignorez 1 | |||
$nomip 1 | |||
} | |||
</syntaxhighlight> | |||
=== Issues === | |||
{{cleanup|See [[HDR Skybox Creation]] for better explanation of when $basetexturetransform may be necessary.}} | |||
You might find that skyboxes sometimes fit the entire projection area of a level. To re-scale the material to fit, use [[$basetexturetransform]] or add the following line: | |||
<syntaxhighlight lang=php> | |||
$basetexturetransform "center 0 0 scale 1 2 rotate 0 translate 0 0" // For cutting off the bottom halves of the skybox | |||
</syntaxhighlight> | |||
The {{code|scale 1 2}} segment will maintain the fill-sizing of the X-axis, while locking the texture to the center line of the Y-axis (i.e. the absolute horizon line). | |||
{{src topicon|nocat=1}} | |||
[[Category:Shaders]] | [[Category:Shaders]] |
Latest revision as of 07:39, 13 February 2025
Sky is a shader for materials in Source meant for 2D skyboxes. The old method of making skyboxes before Source 2007 involved using the UnlitGeneric shader with $ignorez 1
. This shader expands the amount of usable parameters and also allows for HDR skyboxes.



$nofog 1
) are affected by fog.



With an uncompressed HDR skybox texture
If the skybox texture uses uncompressed BGRA16f16f16f16f, then the VMT should look something like this:
sky
{
$basetexture skybox/sky_wasteland_00up // Sky texture to use for LDR
$hdrbasetexture skybox/sky_wasteland_00_hdrup // Uncompressed HDR Sky texture to use for HDR-enabled maps
$nofog 1
$ignorez 1
$nomip 1
}
With a compressed HDR skybox texture
If the skybox has been compressed using BGRA8888, then $hdrcompressedtexture should be used instead:
sky
{
$basetexture skybox/sky_wasteland_00up // Sky texture to use for LDR
$hdrcompressedtexture skybox/sky_wasteland_00_hdrup // Compressed HDR Sky texture to use for HDR-enabled maps
$nofog 1
$ignorez 1
$nomip 1
}

sky_hdr_dx9.cpp
does differently, as it asks for $hdrcompressedtexture0, $hdrcompressedtexture1, and $hdrcompressedtexture2 instead of a single $hdrcompressedtexture.Without an HDR skybox texture
If an HDR version of the skybox texture is not available, $hdrbasetexture can use the same VTF as $basetexture:
sky
{
$basetexture skybox/sky_wasteland_00up // Sky texture to use for LDR
$hdrbasetexture skybox/sky_wasteland_00up // Sky texture to use for HDR, if the texture has NOT been specifically compiled for HDR
$nofog 1
$ignorez 1
$nomip 1
}
Issues

You might find that skyboxes sometimes fit the entire projection area of a level. To re-scale the material to fit, use $basetexturetransform or add the following line:
$basetexturetransform "center 0 0 scale 1 2 rotate 0 translate 0 0" // For cutting off the bottom halves of the skybox
The scale 1 2 segment will maintain the fill-sizing of the X-axis, while locking the texture to the center line of the Y-axis (i.e. the absolute horizon line).