$rimlight: Difference between revisions
		
		
		
		
		
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 Note:Requires $phong to be set to 1.
Note:Requires $phong to be set to 1.
		
	
| m ($rimlightexponent has no effect in HLMV) | No edit summary | ||
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| {{ | [[File:Heavy_rim.jpg|thumb|200px|Example of rim lighting in use on the TF2 Heavy.]] | ||
| {{This is a|shader parameter|name=$rimlight|shader=VertexLitGeneric|since=Source 2007}} It adds a constant rim light to the model that appears to come indirectly from the environment. The color of the rim light is directly influenced by [[ambient light]] and behave closer to [[$phong#Brightness|$phongfresnelranges]] [[vector|Z component]]. | |||
| {{note|Requires {{ent|$phong}} to be set to 1.}} | {{note|Requires {{ent|$phong}} to be set to 1.}} | ||
| {{note|A {{ent|$bumpmap}} is required for rimlighting to work, as {{ent|$phong}} requires one.}} | |||
| : {{TODO|Explain similarities and differences of [[Phong materials#Phong Fresnel ranges|Phong Fresnel ranges]].}} | : {{TODO|Explain similarities and differences of [[Phong materials#Phong Fresnel ranges|Phong Fresnel ranges]].}} | ||
| : {{warning|{{l4ds}} Features no visible effect. however, you can increase [[$phong#Brightness|$phongfresnelranges]] Z vector to archive a closer effect.}} | |||
| ==VMT syntax== | ==VMT syntax== | ||
| Line 13: | Line 17: | ||
|   	[[$phong]]			1 |   	[[$phong]]			1 | ||
|   	[[$bumpmap]]		<texture> |   	[[$bumpmap]]		<[[texture]]> | ||
|   	$phongexponent		5		 |   	[[$phong#Masking|$phongexponent]]		5		 | ||
|   	$phongexponenttexture	<texture>	 |   	[[$phong#Masking|$phongexponenttexture]]	<[[texture]]>	 | ||
|   	$phongboost		1.0 |   	[[$phong#Brightness|$phongboost]]		1.0 | ||
|   	$phongfresnelranges	"[0 0.5 1]" |   	[[$phong#Brightness|$phongfresnelranges]]	"[[vector|[0 0.5 1]]]" | ||
|   	$rimlight               1 |   	$rimlight               1 | ||
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|   } |   } | ||
| == Additional  | == Additional Parameters == | ||
| {{MatParamDef|$rimlightexponent|int|Exponent for phong component of rim lighting. The rim exponent defines the "tightness" of the highlight. A higher exponent results in a smaller, tighter highlight while a lower exponent results in a broader flatter one. {{bug|Appears to have no effect in HLMV.}}}} | |||
| {{ | {{MatParamDef|$rimlightboost|float|Additive boost for ambient cube component of rim lighting.}} | ||
| {{ | {{MatParamDef|$rimmask|bool|Uses the alpha channel of the <code>$phongexponenttexture</code> to mask rimlighting.}} | ||
| {{ | {{MatParamDef|$phongtint|RGB matrix|By default the rim light is white, This will tint both, phong and rim lighting. See [[$phong#Colors|Phong]] for more.}} | ||
| == See also == | == See also == | ||
| * {{ent|$phong}} | |||
| *  | |||
| * [[Phong materials]] | * [[Phong materials]] | ||
| * [[Phong materials#Phong Fresnel ranges|Phong Fresnel ranges]] | * [[Phong materials#Phong Fresnel ranges|Phong Fresnel ranges]] | ||
| [[Category: | [[Category:Shader parameters|rimlight]] | ||
| [[Category:VMT Lighting]] | [[Category:VMT Lighting]] | ||
Latest revision as of 11:42, 23 August 2025
$rimlight  is a   material shader parameter for the VertexLitGeneric shader available in all  Source games since
 Source games since  Source 2007. It adds a constant rim light to the model that appears to come indirectly from the environment. The color of the rim light is directly influenced by ambient light and behave closer to $phongfresnelranges Z component.
 Source 2007. It adds a constant rim light to the model that appears to come indirectly from the environment. The color of the rim light is directly influenced by ambient light and behave closer to $phongfresnelranges Z component.
 Note:Requires $phong to be set to 1.
Note:Requires $phong to be set to 1.- Todo: Explain similarities and differences of Phong Fresnel ranges.
 Warning: Warning:  Features no visible effect. however, you can increase $phongfresnelranges Z vector to archive a closer effect. Features no visible effect. however, you can increase $phongfresnelranges Z vector to archive a closer effect.
VMT syntax
$rimlight <bool>
VertexLitGeneric { $phong 1 $bumpmap <texture> $phongexponent 5 $phongexponenttexture <texture> $phongboost 1.0 $phongfresnelranges "[0 0.5 1]" $rimlight 1 $rimlightexponent 2 $rimlightboost .2 }
Additional Parameters
Exponent for phong component of rim lighting. The rim exponent defines the "tightness" of the highlight. A higher exponent results in a smaller, tighter highlight while a lower exponent results in a broader flatter one.  Bug:Appears to have no effect in HLMV.  [todo tested in ?]
Bug:Appears to have no effect in HLMV.  [todo tested in ?]
 Bug:Appears to have no effect in HLMV.  [todo tested in ?]
Bug:Appears to have no effect in HLMV.  [todo tested in ?]Additive boost for ambient cube component of rim lighting.
By default the rim light is white, This will tint both, phong and rim lighting. See Phong for more.



























