Aftershock: Difference between revisions
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Note:So far the only material that uses this shader is
Biohazard 90 (talk | contribs) No edit summary |
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*<code>[[$normalmap]]</code> | *<code>[[$normalmap]]</code> | ||
*<code>[[$colortint]]</code> | *<code>[[$colortint]]</code> | ||
*<code>[[$normalmap]]</code> | |||
*<code>[[$refractamount]]</code> | |||
*<code>[[$detail]]</code> | |||
*<code>[[$outline]]</code> | |||
[[Category:List of Shaders]] | [[Category:List of Shaders]] | ||
[[Category:Stubs]] | [[Category:Stubs]] |
Revision as of 21:13, 6 February 2011
Aftershock
Template:EP2 add
This shader draws animated and scrolling refraction. It is able to smoothly fade out with alpha blending depending on its distance to the ground (per vertex; calculated with the material parameters $GroundMin
and $GroundMax
) and the dot product of the per vertex geometry normal and world view vector (scaled by $SilhouetteThickness
). Furthermore this shader does solely support the vertexformat that studiomodels use.

materials/models/props_combine/sphere.vmt
. It can be found in episode two materials.gcf.Shader specific parameters
$refractamount
$bluramount
- Used to tweak the refraction effect.
$SilhouetteColor
$SilhouetteThickness
- Scales the generic fade amount along the models edge.
$GroundMin
$GroundMax
- Both describe an interval used to fade out the shader. Supposedly requires a custom material proxy to work correctly on non-stationary models.