LightmappedReflective: Difference between revisions
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[[Category:Shaders]] | [[Category:Shaders]] | ||
== Example == | |||
The example shown here is <code>materials/glass/reflectiveglass001.vmt</code> | |||
"lightmappedreflective" | |||
{ | |||
"%tooltexture" "dev/flat_normal" | |||
"$refracttexture" "_rt_WaterRefraction" | |||
"$refractamount" "0" | |||
"$refracttint" "[.5 .5 .6]" | |||
"$reflecttexture" "_rt_WaterReflection" | |||
"$reflectamount" "0" | |||
"$reflecttint" "[1 1 1]" | |||
"$fresnelpower" "0" | |||
"$minreflectivity" "0.8" | |||
"$maxreflectivity" "1.0" | |||
"$normalmap" "dev/flat_normal" | |||
"$surfaceprop" "glass" | |||
"$bumpframe" "0" | |||
} |
Revision as of 16:37, 3 June 2016
LightmappedReflective
is the shader used by func_reflective_glass. This shader renders real-time reflection and refractions similar to Water (shader).
Example
The example shown here is materials/glass/reflectiveglass001.vmt
"lightmappedreflective" { "%tooltexture" "dev/flat_normal" "$refracttexture" "_rt_WaterRefraction" "$refractamount" "0" "$refracttint" "[.5 .5 .6]" "$reflecttexture" "_rt_WaterReflection" "$reflectamount" "0" "$reflecttint" "[1 1 1]" "$fresnelpower" "0" "$minreflectivity" "0.8" "$maxreflectivity" "1.0" "$normalmap" "dev/flat_normal" "$surfaceprop" "glass" "$bumpframe" "0" }