$lightwarptexture: Difference between revisions
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TomEdwards (talk | contribs) (Created page with 'thumb|The technique was first used in Day of Defeat's snow maps, such as Kalt. [[File:Lightwarp heavy.png|thumb|It is the cornerstone of TF2's illustr…') |
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Other possible uses of <code>$lightwarptexture</code> include toon shading, contrast enhancement and highlight softening. | Other possible uses of <code>$lightwarptexture</code> include toon shading, contrast enhancement and highlight softening. | ||
[[Category:List of Shader Parameters]] | [[Category:List of Shader Parameters|L]] |
Revision as of 08:20, 18 August 2009
$lightwarptexture
is a material parameter that tints texels depending on their brightness. It can be thought of as localised color correction. It requires at least DirectX 9.
Lightwarp textures
A lightwarp texture is a one-dimensional strip of pixels. Dark texels will be tinted with the colour on the left-hand side, and bright texels with the colour on the right. 50% gray means no tint.
Examples
snow_warp
- This is the lightwarp texture used in the DOD Source screen to the right. It is designed to add a subtle bluish tint to darker snow, without affecting brighter regions.
pyro_lightwarp
- This is applied to all TF2 characters, not just Pyro. It creates the high-contrast shadows with red-tinged terminators typical of the illustrative art the game apes.
- Posterised
- This custom warp texture creates a posterised "line art" style. Enabling lightwarp alone isn't enough however: ambient lighting must be at 0 to make unlit areas black, and world lighting must become viewer-dependent to ensure that shadows are always cast.
Other possible uses of $lightwarptexture
include toon shading, contrast enhancement and highlight softening.