VertexLitGeneric: Difference between revisions
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Deprecated (talk | contribs) (Fixed redlink for $compress and added $stretch, $treesway, $lightwarptexture, $rimlight, $color2) |
Deprecated (talk | contribs) (Rewrite to provide details for parameters, added misc parameters, remove stub category) |
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'''<code>VertexLitGeneric</code>''' is | '''<code>VertexLitGeneric</code>''' is a [[material]] [[shader]] most commonly used to render [[model]]s. | ||
== Supported | == Supported Parameters == | ||
;<code>[[$bumpmap]]</code> | |||
: Bumpmapping. | |||
;<code>[[$color#Models|$color2]]</code> | |||
: Color tinting. | |||
;<code>[[$detail]]</code> | |||
: Detail texturing. | |||
;<code>[[$envmap]]</code> | |||
: Specular reflections. | |||
;<code>[[$emissiveblend]]</code> | |||
: Advanced flowing self-illumination, used on the Vortigaunts in Episode 2. | |||
;<code>[[$flesh]]</code> | |||
: The flesh effect used for Alyx in Episode 2. | |||
;<code>[[$halflambert]]</code> | |||
: Half-lambertian shading. | |||
;<code>[[$lightwarptexture]]</code> | |||
: Per-texel color modification via a warp texture. | |||
;<code>[[$phong]]</code> | |||
: Diffuse reflections. | |||
;<code>[[$rimlight]]</code> | |||
: Constant rimlight based on phong and the ambient lighting. | |||
;<code>[[$selfillum]]</code> | |||
: Self-illumination. | |||
;<code>[[$translucent]]</code> | |||
;<code>[[$alpha]]</code> | |||
: Expensive and cheap transparency. | |||
;<code>[[Wrinkle_maps#Materials_and_textures|$compress]]</code> | |||
;<code>[[Wrinkle_maps#Materials_and_textures|$stretch]]</code> | |||
: Wrinklemaps for character faces. | |||
;<code>[[$treeSway]]</code> | |||
: Vertex manipulation to give the effect of trees swaying in the wind. | |||
===Misc Parameters=== | |||
;<code>$desaturatewithbasealpha <[[float]]></code> {{AS add}} | |||
: Use the base alpha to desaturate the base texture. Set to non-zero to enable, value gets multiplied into the alpha channel before desaturating. | |||
;<code>$flashlightnolambert <[[bool]]></code> | |||
: {{todo|''Flashlight pass sets N.L{{=}}1.0''}} | |||
;<code>$seperatedetailuvs <bool></code> | |||
: {{todo|''Use texcoord1 for detail texture''}} | |||
=== Cloak === | === Cloak === | ||
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: How strong the refraction effect should be when the material is partially cloaked (default = 2). | : How strong the refraction effect should be when the material is partially cloaked (default = 2). | ||
== See also == | === See also === | ||
* [[Materials_for_models#Compiling_your.VMT_:_Valve_Material_Type|Materials for models]] | * [[Materials_for_models#Compiling_your.VMT_:_Valve_Material_Type|Materials for models]] | ||
*<code>[[ | *<code>[[EyeRefract]]</code>, the shader for modeled eyes. | ||
*<code>[[Teeth]]</code> | *<code>[[Teeth]]</code>, the shader for modeled teeth. | ||
[[Category:Shaders]] | [[Category:Shaders]] | ||
Revision as of 18:25, 12 May 2019
VertexLitGeneric is a material shader most commonly used to render models.
Supported Parameters
$bumpmap- Bumpmapping.
$color2- Color tinting.
$detail- Detail texturing.
$envmap- Specular reflections.
$emissiveblend- Advanced flowing self-illumination, used on the Vortigaunts in Episode 2.
$flesh- The flesh effect used for Alyx in Episode 2.
$halflambert- Half-lambertian shading.
$lightwarptexture- Per-texel color modification via a warp texture.
$phong- Diffuse reflections.
$rimlight- Constant rimlight based on phong and the ambient lighting.
$selfillum- Self-illumination.
$translucent$alpha- Expensive and cheap transparency.
$compress$stretch- Wrinklemaps for character faces.
$treeSway- Vertex manipulation to give the effect of trees swaying in the wind.
Misc Parameters
$desaturatewithbasealpha <float>Template:AS add- Use the base alpha to desaturate the base texture. Set to non-zero to enable, value gets multiplied into the alpha channel before desaturating.
$flashlightnolambert <bool>- Todo: Flashlight pass sets N.L=1.0
$seperatedetailuvs <bool>- Todo: Use texcoord1 for detail texture
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).
See also
- Materials for models
EyeRefract, the shader for modeled eyes.Teeth, the shader for modeled teeth.