WindowImposter: Difference between revisions
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Note:Does accept some parameters in
Garry's Mod, such as $alpha
Warning:The cubemap will have broken/corrupted colors on HDR lighting if you don't have a HDR texture supplied. To fix this, you must generate a HDR version of your cubemap/skybox texture. Name this HDR version the same as your normal texture, but add 
Warning:This shader only works on brushes and displacements.
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''' | '''{{code|WindowImposter}}''' accepts only [[$envmap]] which is force drawn no matter the user settings or console commands used, like {{cmd|mat_specular|0}}. | ||
{{note|Does accept some parameters in {{gmod|4}}, such as [[$alpha]]}} | |||
{{todo|Which parameters? Other branches?}} | |||
The faces' orientation isn't taken into account when reflecting the [[Cubemap|cubemap]], which makes it very convenient for making multiple fake skyboxes. | |||
In {{hl2|4}}, {{code|WindowImposter}} is used by the material {{path|icon=file|dev/dev_windowportal.vmt}}, and used extensively on {{ent|func_illusionary}} or {{ent|func_brush}} entities in conjunction with {{ent|func_areaportalwindow}}. | |||
{{warning|The cubemap will have broken/corrupted colors on [[HDR|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 {{code|.hdr}} to the name. This texture needs to be in [[VTF_(Valve_Texture_Format)#Image_data_formats|RGBA16161616F]] format. For example if your cubemap is named {{path|icon=file|mystuff/coolsky.vtf}}, you should have the HDR version named as {{path|icon=file|mystuff/coolsky.hdr.vtf}}. The game will automatically load the HDR version and fallback to the normal texture for LDR clients.}} | |||
{{warning|This shader ''only'' works on [[brushes]] and [[Displacement|displacements]].}} | |||
== Example VMT == | == Example VMT == | ||
Latest revision as of 09:15, 28 May 2025
WindowImposter accepts only $envmap which is force drawn no matter the user settings or console commands used, like mat_specular 0.
Todo: Which parameters? Other branches?
The faces' orientation isn't taken into account when reflecting the cubemap, which makes it very convenient for making multiple fake skyboxes.
In
Half-Life 2, WindowImposter is used by the material ![]()
dev/dev_windowportal.vmt, and used extensively on func_illusionary or func_brush entities in conjunction with func_areaportalwindow.
.hdr to the name. This texture needs to be in RGBA16161616F format. For example if your cubemap is named mystuff/coolsky.vtf, you should have the HDR version named as mystuff/coolsky.hdr.vtf. The game will automatically load the HDR version and fallback to the normal texture for LDR clients.Example VMT
WindowImposter
{
"$envmap" "space/space_envmap"
}