VertexLitGeneric: Difference between revisions
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m (A $CloakFactor value of 0 is no cloak at all, being fully visible, and 1 is full cloak, being fully invisible, not the other way around.) |
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| Line 20: | Line 20: | ||
: Enables cloaking effects. | : Enables cloaking effects. | ||
; <code>$cloakfactor <[[normal]]></code> | ; <code>$cloakfactor <[[normal]]></code> | ||
: | : 0 = fully visible, 1 = fully invisible. | ||
; <code>$cloakcolortint <[[RGB]] matrix></code> | ; <code>$cloakcolortint <[[RGB]] matrix></code> | ||
: Colours the refraction effect. Default is white. | : Colours the refraction effect. Default is white. | ||
Revision as of 14:29, 29 June 2015
VertexLitGeneric is the shader most commonly used to render models.
Supported effects
$bumpmap$detail$envmap$flesh$halflambert$phong$translucentand$alpha$emissiveblend(the 'Vortessence' effect?)$compress
Cloak
VertexLitGeneric natively supports the Spy cloak effect from Team Fortress 2. You will want to combine it with a sine wave proxy for the full effect.
$cloakpassenabled <bool>- Enables cloaking effects.
$cloakfactor <normal>- 0 = fully visible, 1 = fully invisible.
$cloakcolortint <RGB matrix>- Colours the refraction effect. Default is white.
$refractamount <float>- How strong the refraction effect should be when the material is partially cloaked (default = 2).