$rimlight: Difference between revisions
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Note:Requires $phong to be set to 1.
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[[File:Heavy_rim.jpg|thumb|200px|Example of rim lighting in use on the TF2 Heavy.]] | |||
{{This is a|shader parameter|name=$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]]. | {{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|$phongfresnelranges]] Z vector to archive a closer effect.}} | : {{warning|{{l4ds}} Features no visible effect. however, you can increase [[$phong#Brightness|$phongfresnelranges]] Z vector to archive a closer effect.}} | ||
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== Additional Parameters == | == Additional Parameters == | ||
{{ | {{MatParamDef|$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 == |
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 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.

- Todo: Explain similarities and differences of Phong Fresnel ranges.
Warning:
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 ?]

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.