$lightwarptexture: Difference between revisions
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Note:$lightwarptexture must be specified after all other textures, otherwise it will overwrite them.
(Wait a moment, they look shaded in Gmod on DX8 graphics cards! This means $halflambert + $lightwarptexture is fine!) |
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[[File:Lightwarp BW.png|thumb|150px|Posterised colour can be achieved, but lighting must be tightly controlled.]] | [[File:Lightwarp BW.png|thumb|150px|Posterised colour can be achieved, but lighting must be tightly controlled.]] | ||
'''<code>$lightwarptexture</code>''' is a [[material]] parameter that tints [[texel]]s depending on their brightness. It can be thought of as localised [[color correction]]. It requires at least DirectX 9. | '''<code>$lightwarptexture</code>''' is a [[material]] parameter that tints [[texel]]s depending on their brightness. It can be thought of as localised [[color correction]]. It requires at least [[DirectX]] 9. | ||
{{note|$lightwarptexture | {{note|$lightwarptexture must be specified ''after'' all other textures, otherwise it will overwrite them.}} | ||
== Lightwarp textures == | == Lightwarp textures == |
Revision as of 11:03, 19 January 2019
$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.