EyeRefract: Difference between revisions

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"EyeRefract"
"EyeRefract"
{
{
"$Iris"              "models/cra0kalo/ct_gign/eye-iris-brown"   // Iris color in RGB with cornea noise in A
"$Iris"               
"$AmbientOcclTexture" "models/cra0kalo/ct_gign/eyeball_l_ambient"  // Ambient occlusion in RGB, A unused
"$AmbientOcclTexture"  
"$Envmap"            "models/cra0kalo/ct_gign/eye-reflection-cubemap-"    // Reflection environment map
"$Envmap"             
"$CorneaTexture"     "models/cra0kalo/ct_gign/eye-cornea"                // Special texture that has 2D cornea normal in RG and other data in BA
"$CorneaTexture"    
 
"$EyeballRadius" "0.5" // Default 0.5
"$EyeballRadius" "0.5" // Default 0.5
"$AmbientOcclColor" "[0.36 0.25 0.2]" // Default 0.33, 0.33, 0.33
"$AmbientOcclColor" "[0.36 0.25 0.2]" // Default 0.33, 0.33, 0.33

Revision as of 20:58, 22 May 2012

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EyeRefract


Description EyeRefract is the latest eye shader by Valve.



Example Code

"EyeRefract" { "$Iris" "$AmbientOcclTexture" "$Envmap" "$CorneaTexture" "$EyeballRadius" "0.5" // Default 0.5 "$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

}