WorldGGX: Difference between revisions
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Bug:This shader won't receive light from env_projectedtextures like the player's flashlight. If the player is allowed to use a flashlight, the best case scenario is to only use this shader on materials in lit up areas. [todo tested in ?]
(Due to the NWI wiki being read-only, I'll be putting some modding information related to Insurgency and Day of Infamy here. First the shaders.) |
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== Supported Parameters == | == Supported Parameters == | ||
{{MatParamDef|$basetexture|to=$basetexture2||Diffuse texture.}} | |||
{{MatParamDef|$bumpmap|to=$bumpmap2||Normal mapping. {{bug|hidetested=1|Animated bump maps aren't possible as the shader lacks the $bumpframe parameter.}} }} | |||
{{MatParamDef|$color2||Color tinting.}} | |||
{{MatParamDef|$detail||Detail texturing.}} | |||
{{MatParamDef|$envmap||Specular reflections.}} | |||
{{MatParamDef|$blendmodulatetexture||Modulation texture for Displacement blending.}} | |||
=== Blend Mapping Parameters === | === Blend Mapping Parameters === | ||
{{MatParamDef|$blendmap|to=$blendmap2|texture|Blend map to use for specular and parallaxing (if $parallax is 1). Can also take a height map.}} | |||
{{MatParamDef|$heightscale|to=$heightscale2|float|A scalar for the $blendmap(2)'s parallax effect.}} | |||
{{MatParamDef|$heightblend|bool|Enabling allows use of $blendmap and $blendmap2.}} | |||
{{MatParamDef|$heightblendoffset|float|Offsets the blend map, default is 0.5.}} | |||
{{MatParamDef|$parallax|bool|Enabling uses the blend map as a height map for a parallax effect.}} | |||
{{MatParamDef|$selfshadow|bool|Enabling creates ambient occlusion around the parallax effect.}} | |||
=== Misc. Parameters === | === Misc. Parameters === | ||
{{MatParamDef|$roughnessmultiplier|float|Multiplier for roughness. {{TODO|More detail, what is roughness?}} }} | |||
{{MatParamDef|$lumroughness|bool|Enabling makes use of the luminance to affect the roughness, default is 0. {{TODO|More detail, luminance of the $basetexture?}} }} | |||
== See | == See also == | ||
*{{ent|SurfaceGGX}}, similar shader used for models. | *{{ent|SurfaceGGX}}, similar shader used for models. |
Latest revision as of 11:49, 23 August 2025
WorldGGX
is a material shader available in the following Source engine games:
Day of Infamy ,
Insurgency . It was first introduced in Day of Infamy and back ported to Insurgency. Displacement blending similar to WorldVertexTransition is supported.

Supported Parameters
$basetexture to $basetexture2 <void>
Diffuse texture.
Normal mapping.
Bug:Animated bump maps aren't possible as the shader lacks the $bumpframe parameter.

$color2 <void>
Color tinting.
$detail <void>
Detail texturing.
$envmap <void>
Specular reflections.
$blendmodulatetexture <void>
Modulation texture for Displacement blending.
Blend Mapping Parameters
Blend map to use for specular and parallaxing (if $parallax is 1). Can also take a height map.
A scalar for the $blendmap(2)'s parallax effect.
Enabling allows use of $blendmap and $blendmap2.
Offsets the blend map, default is 0.5.
Enabling creates ambient occlusion around the parallax effect.
Misc. Parameters
Multiplier for roughness.
Todo: More detail, what is roughness?
Enabling makes use of the luminance to affect the roughness, default is 0.
Todo: More detail, luminance of the $basetexture?
See also
- SurfaceGGX, similar shader used for models.