$moss enable: Difference between revisions
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{{MatParamDef|$moss_scale|float|Scale for moss. Deprecated and non-functional. Use [[$seamless_scale]] instead.}} | {{MatParamDef|$moss_scale|float|Scale for moss. Deprecated and non-functional. Use [[$seamless_scale]] instead.|deprecated=1}} | ||
{{MatParamDef|$moss_scale_turn_on_absolute|bool|Toggle moss scale between enabled and disabled state. 1 - enabled, 0 - disabled. Affects nothing at least in {{bms|4|nt=2}}.|deprecated=1}} | {{MatParamDef|$moss_scale_turn_on_absolute|bool|Toggle moss scale between enabled and disabled state. 1 - enabled, 0 - disabled. Affects nothing at least in {{bms|4|nt=2}}.|deprecated=1}} | ||
{{MatParamDef|$seamless_scale|float|This parameter scales texture for this shader. | {{MatParamDef|$seamless_scale|float|This parameter scales texture for this shader. | ||
Latest revision as of 16:24, 4 November 2025
$moss_enable is a material shader parameter available in
Black Mesa.
$moss_texture used models/props_xen/moss_test/bubblemoss.This is procedural moss implementation, which is triplanar projection shader that allows you to project additional texture that mixes with normalmap. This shader available for VertexLitGeneric, LightmappedGeneric and Lightmapped_4WayBlend shaders. It was created during development of Xen for
Black Mesa and was designed to simulate presence of moss on surface.
For VertexLitGeneric, it uses the specified texture. For LightmappedGeneric and Lightmapped_4WayBlend, instead of using the texture itself for moss, this shader takes color that most of the texture consists of and then applies color to the surface according to the parameters specified in .vmt.
All parameters works in the same way for both shaders.
In
Black Mesa it was used for models\props_xen\moss_test\sphereofchon.mdl and models\props_xen\moss_test\test_moss001.mdl models. Both using the models/props_xen/moss_test/bubblemoss texture. The final version of the game doesn't use this shader in any of the maps. May be incompatible with some shaders (as it was with $phong).
This shader was used in
Black Mesa: Blue Shift. Besides moss, it was also used for dust caps and other small details.
This shader also should be good for a snow layer.
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Parameters and Effects
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$moss_angle_phi and $moss_angle_falloff. Works in a similar way for VertexLitGeneric.
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$moss_angle_theta and $moss_angle_falloff. Works in similar way for VertexLitGeneric.
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$moss_angle_phi and $moss_angle_theta. Works in similar way for VertexLitGeneric.
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See also
- New Specular
- BlackMesa XenEngine: Part1 – Heavily Modified Source Engine (page from Black Mesa developer about Black Mesa engine, better known as XenEngine)