SolidEnergy: Difference between revisions
m (Added Garry's Mod as a supported game; moved CS:GO to same text entry. How can I get this parenthetical into the same sentence as "Portal 2" with the pixel shader template being the way it is?) |
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{{update}} | {{update}} | ||
{{this is a|pixel shader|name=SolidEnergy|since=Portal 2|}} {{ | {{this is a|pixel shader|name=SolidEnergy|since=Portal 2|}} {{also|{{gmod}}}} It is used for the fizzler, excursion funnel, light bridge, and laser field materials. | ||
{{todo|Properly document this!}} | {{todo|Properly document this!}} | ||
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== Fresnel behavior == | == Fresnel behavior == | ||
{{ | {{MatParamDef|$TANGENTTOPACITYRANGES|vector4|Enables view-based opacity falloff based on tangent t direction, great for cylinders, includes last term for scaling backface opacity.}} | ||
{{ | {{MatParamDef|$TANGENTSOPACITYRANGES|vector4|Enables view-based opacity falloff based on tangent s direction, great for cylinders, includes last term for scaling backface opacity.}} | ||
{{ | {{MatParamDef|$FRESNELOPACITYRANGES|vector4|Enables fresnel-based opacity falloff, includes last term for scaling backface opacity.}} | ||
{{ | {{MatParamDef|$NEEDSTANGENTT|bool|Set when tangenttopacityranges is defined.}} | ||
{{ | {{MatParamDef|$NEEDSTANGENTS|bool|Set when tangentsopacityranges is defined.}} | ||
{{Note|When $NEEDSTANGENTT and $NEEDSTANGENTS are both true, $NEEDSTANGENTS is always set to false.}} | {{Note|When $NEEDSTANGENTT and $NEEDSTANGENTS are both true, $NEEDSTANGENTS is always set to false.}} | ||
{{ | {{MatParamDef|$NEEDSNORMALS|bool|Set when fresnelopacityranges is defined.}} | ||
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{{tip|A <code>[[List Of Material Proxies#Entity integration|MaterialModify]]</code> proxy can instead be used to control the effects manually, for custom fizzlers.}} | {{tip|A <code>[[List Of Material Proxies#Entity integration|MaterialModify]]</code> proxy can instead be used to control the effects manually, for custom fizzlers.}} | ||
{{ | {{bug|tested={{P2}}|[[trigger_portal_cleanser]]s will affect brushes that have the same material: | ||
{{ | * If multiple <code>trigger_portal_cleansers</code> have a different enabled state, the brush material will flicker on and off depending on the player's angle, but will otherwise copy their state. | ||
{{ | * If the brush is within a specific range {{todo}} of a <code>trigger_portal_cleanser</code> the brush's material will detect objects within that range as if the brush was itself a <code>trigger_portal_cleanser</code>. | ||
{{ | }} | ||
{{ | |||
{{MatParamDef|$powerup|float|Sets the progress through the power-up animation, with 0 being fully off and 1 being fully on.}} | |||
{{MatParamDef|$FLOW_VORTEX1|bool|Whether or not the first vortex is active.}} | |||
{{MatParamDef|$FLOW_VORTEX_POS1|vector|World coordinates of the entity creating the first vortex.}} | |||
{{MatParamDef|$FLOW_VORTEX2|bool|Whether or not the second vortex is active.}} | |||
{{MatParamDef|$FLOW_VORTEX_POS2|vector|World coordinates of the entity creating the second vortex.}} | |||
== Detail == | == Detail == | ||
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This method must be used if the material is to be used on a model, as meshes will not render if a flowmap is applied. | This method must be used if the material is to be used on a model, as meshes will not render if a flowmap is applied. | ||
{{ | {{MatParamDef|$detail1|texture|Detail texture 1}} | ||
{{ | {{MatParamDef|$detail2|texture|Detail texture 2}} | ||
etc | etc | ||
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{{ | {{MatParamDef|$flowbounds|texture|Flowbounds texture}} | ||
{{ | {{MatParamDef|$flow_color|RGB matrix|Color tint of the flowmap}} | ||
== Refract {{p2ce|only}} == | == Refract {{p2ce|only}} == | ||
These parameters control the refraction effects added in {{p2ce|nt=1|3.1}}. | These parameters control the refraction effects added in {{p2ce|nt=1|3.1}}. | ||
{{Bug|Any transparent textures or sprite effects will not render through this texture. Any {{ent|func_brush}} with alpha effects applied to it will render on top of this texture.}} | {{Bug|Any transparent textures or sprite effects will not render through this texture. Any {{ent|func_brush}} with alpha effects applied to it will render on top of this texture.}} | ||
{{ | {{MatParamDef|$refract|bool|Enables refraction effects}} | ||
{{ | {{MatParamDef|$refractscale|float|Scale of the refraction}} | ||
{{ | {{MatParamDef|$refracteffectscale|float|Scale of the refraction effect}} | ||
== Type 1 (Flowmap) Example == | == Type 1 (Flowmap) Example == |
Latest revision as of 11:46, 23 August 2025

Remember to check for any notes left by the tagger at this article's talk page.
SolidEnergy
is a Pixel shader available in all Source games since
Portal 2. (also in
) It is used for the fizzler, excursion funnel, light bridge, and laser field materials.
Supported effects
$flowmap
$flowbounds
$translucent
$additive
$refract
(only in)
Fresnel behavior

Powerup and vortex parameters
These material parameters are used to control the power-up animation, and up to two vortexes which normally appear when objects are nearby. They are generally set by the FizzlerVortex
proxy.

MaterialModify
proxy can instead be used to control the effects manually, for custom fizzlers.
- If multiple
trigger_portal_cleansers
have a different enabled state, the brush material will flicker on and off depending on the player's angle, but will otherwise copy their state. - If the brush is within a specific range [Todo] of a
trigger_portal_cleanser
the brush's material will detect objects within that range as if the brush was itself atrigger_portal_cleanser
.

Detail
When using a basetexture, the shader also renders 2 optional detail textures, which are blended with the basetexture. Both of these detail textures use the same syntax of variant parameters as $detail, with "$detail1" or "$detail2" replacing the "$detail" prefix. (eg: $detail1scale 1) This method must be used if the material is to be used on a model, as meshes will not render if a flowmap is applied.
etc
Flowbounds
If a flowmap is used, the material uses an additional texture comprised of three greyscale masks on each of the color channels.
- Red controls the flow speed
- Green controls the tint amount from
$flow_color
- Blue controls the additive intensity, such as the ripples of a Fizzler
Refract (only in
)
These parameters control the refraction effects added in P2:CE.

Type 1 (Flowmap) Example
The example shown below is materials/effects/fizzler.vmt
from Portal 2.
SolidEnergy { $basetexture "effects/fizzler_ripples_dim" $flowmap "effects/fizzler_flow" $flowbounds "effects/fizzler_bounds" $FLOW_NOISE_TEXTURE "effects/fizzler_noise" $FLOW_UVSCROLLDISTANCE "0.25" $FLOW_TIMEINTERVALINSECONDS "1.2" $FLOW_NOISE_SCALE 0.003 $FLOW_LERPEXP 1.5 $FLOW_WORLDUVSCALE 0.008 $FLOW_NORMALUVSCALE 0.008 $FLOW_COLOR "[0.025 0.08 0.1]" $FLOW_VORTEX_COLOR "[0.64 2.058 2.56]" $surfaceprop glass "%keywords" Portal2 $translucent 1 $additive 1 $FLOW_VORTEX_SIZE 35 "360?$outputintensity" 2.8 "SonyPS3?$outputintensity" .7 "srgb_pc?$outputintensity" 2.3 "!srgb_pc?$outputintensity" 1.7 Proxies { FizzlerVortex { } } }
Type 2 (Basetexture and Detail) Example
The example shown below is materials/effects/projected_wall.vmt
from Portal 2.
SolidEnergy { $basetexture "effects/projected_wall" $detail1 "effects/projected_wall_draw" $detail1scale 1 $DETAIL1BLENDMODE 1 $detail2 "effects/projected_wall_noise" $detail2scale 1 $detail2blendmode 0 $translucent 1 $additive 1 $vertexalpha 0 $vertexcolor 0 $nocull 1 $surfaceprop glass "%keywords" Portal2 $detailscroll1 "[0 0]" $detailscroll2 "[0 0]" $detail2componentscale "[1 1]" $basescroll "[0 0]" $basescale "[1 1]" "!srgb?$outputintensity" .75 Proxies { Sine { sinemin 0 sinemax 0.94 sineperiod 5 timeoffset 3 resultVar "$detailscroll1[0]" } LinearRamp { rate -3 initialValue 0 resultVar "$detailscroll1[1]" } LinearRamp { rate 0.18 initialValue 0 resultVar "$detailscroll2[1]" } Sine { sinemin 0.99 sinemax 1.01 sineperiod 0.125 timeoffset 0 resultVar "$detail2componentscale[0]" } Sine { sinemin 0.995 sinemax 1.005 sineperiod 0.1 timeoffset 0.05 resultVar "$basescale[0]" } LinearRamp { rate 0.15 initialValue 0 resultVar "$basescroll[1]" } TextureTransform { translateVar $detailscroll1 resultVar $detail1texturetransform } TextureTransform { translateVar $detailscroll2 scaleVar $detail2componentscale resultVar $detail2texturetransform } TextureTransform { translateVar $basescroll scaleVar $basescale resultVar $basetexturetransform } } }