$rimlight: Difference between revisions

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(Added $rimmask information / fixed $phongexponent and $phongexponenttexture supposedly being either/or)
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[[Image:Heavy_rim.jpg|thumb|Example of rim lighting in use on the TF2 Heavy.]]
[[Image:Heavy_rim.jpg|thumb|200px|Example of rim lighting in use on the TF2 Heavy.]]


The '''<code>$rimlight</code>'''[[VMT]] command adds a rim light to the model that appears to come indirectly from the environment. The color of the rim light is directly influenced by [[Ambient light]].
The '''<code>$rimlight</code>'''[[VMT]] command adds a 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]].

Revision as of 15:26, 28 October 2011

Example of rim lighting in use on the TF2 Heavy.

The $rimlightVMT command adds a 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.

Note.pngNote:Template:EP2 add Requires $phong to be set to 1. Phong shading is only available with VertexLitGeneric.
Todo: Explain similarities and differences of Phong Fresnel ranges.

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

$rimexponent <int> Template:EP2 add
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.
$rimboost <int> Template:EP2 add
Boost for ambient cube component of rim lighting.
$rimmask <boolean> Template:EP2 add
Uses the alpha channel of the $phongexponenttexture to mask rimlighting.


See also