EyeRefract: Difference between revisions
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'''Example Code''' | '''Example Code''' | ||
"EyeRefract" | "EyeRefract" | ||
{ | { | ||
"$Iris" "models/cra0kalo/ct_gign/eye-iris-brown" // Iris color in RGB with cornea noise in A | |||
"$AmbientOcclTexture" "models/cra0kalo/ct_gign/eyeball_l_ambient" // Ambient occlusion in RGB, A unused | |||
"$Envmap" "models/cra0kalo/ct_gign/eye-reflection-cubemap-" // Reflection environment map | |||
"$CorneaTexture" "models/cra0kalo/ct_gign/eye-cornea" // Special texture that has 2D cornea normal in RG and other data in BA | |||
"$EyeballRadius" "0.5" // Default 0.5 | |||
"$AmbientOcclColor" "[0.36 0.25 0.2]" // Default 0.33, 0.33, 0.33 | |||
"$Dilation" "0.5" // Default 0.5 | |||
"$ParallaxStrength" "0.25" // Default 0.25 | |||
"$CorneaBumpStrength" "1.25" // Default 1.0 | |||
"$halflambert" "1" | |||
"$nodecal" "1" | |||
// These effects are only available in ps.2.0b and later | |||
"$RaytraceSphere" "0" // Enables raytracing in the pixel shader to make the eyeball look round | |||
"$SphereTexkillCombo" "0" // Enables killing pixels that don't ray-intersect the sphere | |||
} | } | ||
Revision as of 20:57, 22 May 2012
EyeRefract
Description EyeRefract is the latest eye shader by Valve.
Example Code
"EyeRefract" { "$Iris" "models/cra0kalo/ct_gign/eye-iris-brown" // Iris color in RGB with cornea noise in A "$AmbientOcclTexture" "models/cra0kalo/ct_gign/eyeball_l_ambient" // Ambient occlusion in RGB, A unused "$Envmap" "models/cra0kalo/ct_gign/eye-reflection-cubemap-" // Reflection environment map "$CorneaTexture" "models/cra0kalo/ct_gign/eye-cornea" // Special texture that has 2D cornea normal in RG and other data in BA
"$EyeballRadius" "0.5" // Default 0.5 "$AmbientOcclColor" "[0.36 0.25 0.2]" // Default 0.33, 0.33, 0.33 "$Dilation" "0.5" // Default 0.5 "$ParallaxStrength" "0.25" // Default 0.25 "$CorneaBumpStrength" "1.25" // Default 1.0
"$halflambert" "1" "$nodecal" "1"
// These effects are only available in ps.2.0b and later "$RaytraceSphere" "0" // Enables raytracing in the pixel shader to make the eyeball look round "$SphereTexkillCombo" "0" // Enables killing pixels that don't ray-intersect the sphere
}