Teeth: Difference between revisions
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{{this is a|pixel shader|name=Teeth}} It is a shader for teeth that is used to dynamically adjust the brightness of the teeth based on how open the mouth is. | {{this is a|pixel shader|name=Teeth}} It is a shader for teeth that is used to dynamically adjust the brightness of the teeth based on how open the mouth is. | ||
:{{Note|This shader is likely obsolete, as Valve hasn't used it for any of their recent games. Instead, they include teeth on their facemaps, using the shader <code>[[VertexLitGeneric]].</code>}} | :{{Note|This shader is likely obsolete, as Valve hasn't used it for any of their recent games. Instead, they include teeth on their facemaps, using the shader <code>[[VertexLitGeneric]].</code>}} | ||
==Parameters== | ==Parameters== | ||
{{ | {{MatParamDef|$basetexture|texture|Texture for the teeth.}} | ||
{{ | {{MatParamDef|$halflambert|bool|Enables half-lambertian lighting. Default <code>1.</code>}} | ||
;<code>$clientshader "MouthShader"</code> | ;<code>$clientshader "MouthShader"</code> | ||
: {{Todo|What does this actually do?}} | : {{Todo|What does this actually do?}} | ||
{{ | {{MatParamDef|$illumfactor|float|Modifies the amount the teeth are brightened or darkened by. Default <code>1</code>.}} | ||
{{ | {{MatParamDef|$forward|vector|Forward direction vector for teeth lighting. Default <code>"[1 0 0]"</code>.}} | ||
{{ | {{MatParamDef|$bumpmap|texture|Bumpmap for the teeth. Enables phong specular, and uses the alpha channel of the bumpmap as a mask if present.|dx9=1}} | ||
{{ | {{MatParamDef|$phongexponent|float|Exponent for the specular. Overrides the bumpmap's alpha mask if one is present. Default <code>100</code>.|dx9=1}} | ||
==Other parameters== | ==Other parameters== | ||
{{ | {{MatParamDef|$intro|bool|Teeth are used on a model in Episode 1's intro cutscene. Adds another shader pass.}} | ||
{{ | {{MatParamDef|$warpparam|float|Requires <code>$intro 1</code>. How far into the warp animation we are.}} | ||
{{ | {{MatParamDef|$entityorigin|vector|Requires <code>$intro 1</code>. World-space location of the entity, required to correctly animate the warp.}} |
Latest revision as of 11:47, 23 August 2025


Teeth
is a Pixel shader available in all Source games. It is a shader for teeth that is used to dynamically adjust the brightness of the teeth based on how open the mouth is.
Note:This shader is likely obsolete, as Valve hasn't used it for any of their recent games. Instead, they include teeth on their facemaps, using the shader
VertexLitGeneric.
Parameters
Texture for the teeth.
Enables half-lambertian lighting. Default
1.
$clientshader "MouthShader"
- Todo: What does this actually do?
Modifies the amount the teeth are brightened or darkened by. Default
1
.Bumpmap for the teeth. Enables phong specular, and uses the alpha channel of the bumpmap as a mask if present.
Exponent for the specular. Overrides the bumpmap's alpha mask if one is present. Default
100
.Other parameters
Requires
$intro 1
. How far into the warp animation we are.Requires
$intro 1
. World-space location of the entity, required to correctly animate the warp.