$rimlight: Difference between revisions

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($rimlightmask doesn't exist, $rimmask does (thanks valve))
(Added that this was introduced in the Orange Box to bring it in line with other parameter pages, removed redundant EP2 add templates)
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[[Image:Heavy_rim.jpg|thumb|200px|Example of rim lighting in use on the TF2 Heavy.]]
[[Image:Heavy_rim.jpg|thumb|200px|Example of rim lighting in use on the TF2 Heavy.]]


The '''<code>$rimlight</code>''' [[VMT]] command adds a rim light to the model that appears to come indirectly from the environment. The color of the rim light is directly influenced by [[Ambient light]].
The '''<code>$rimlight</code>''' [[material]] parameter, introduced in the [[Orange Box]], adds a rim light to the model that appears to come indirectly from the environment. The color of the rim light is directly influenced by [[ambient light]].
 
: {{note|Requires [[$phong]] to be set to 1.  Phong shading is only available with [[VertexLitGeneric]].}}
{{note|{{EP2 add}} Requires [[$phong]] to be set to 1.  Phong shading is only available with [[VertexLitGeneric]].}}
: {{TODO|Explain similarities and differences of [[Phong materials#Phong Fresnel ranges|Phong Fresnel ranges]].}}
{{TODO|Explain similarities and differences of [[Phong materials#Phong Fresnel ranges|Phong Fresnel ranges]].}}


==VMT syntax==
==VMT syntax==
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== Additional parameters ==
== Additional parameters ==


; <code>$rimlightexponent <[[int]]></code> {{EP2 add}}
; <code>$rimlightexponent <[[int]]></code>
: Exponent for phong component of rim lighting. The rim exponent defines the "tightness" of the highlight. A higher exponent results in a smaller, tighter highlight while a lower exponent results in a broader flatter one.
: Exponent for phong component of rim lighting. The rim exponent defines the "tightness" of the highlight. A higher exponent results in a smaller, tighter highlight while a lower exponent results in a broader flatter one.
; <code>$rimlightboost <[[int]]></code> {{EP2 add}}
; <code>$rimlightboost <[[int]]></code>
: Boost for ambient cube component of rim lighting.
: Boost for ambient cube component of rim lighting.
;<code>$rimmask <[[boolean]]></code> {{EP2 add}}
;<code>$rimmask <[[boolean]]></code>
: Uses the alpha channel of the $phongexponenttexture to mask rimlighting.
: Uses the alpha channel of the $phongexponenttexture to mask rimlighting.



Revision as of 15:25, 20 May 2019

Example of rim lighting in use on the TF2 Heavy.

The $rimlight material parameter, introduced in the Orange Box, adds a rim light to the model that appears to come indirectly from the environment. The color of the rim light is directly influenced by ambient light.

Note.pngNote:Requires $phong to be set to 1. Phong shading is only available with VertexLitGeneric.
Todo: Explain similarities and differences of Phong Fresnel ranges.

VMT syntax

$rimlight <bool>
 VertexLitGeneric
{
	$phong			1

	$bumpmap		<texture>
	$phongexponent		5		
	$phongexponenttexture	<texture>	
	$phongboost		1.0
	$phongfresnelranges	"[0 0.5 1]"

	$rimlight               1
	$rimlightexponent       2
	$rimlightboost          .2			
}

Additional parameters

$rimlightexponent <int>
Exponent for phong component of rim lighting. The rim exponent defines the "tightness" of the highlight. A higher exponent results in a smaller, tighter highlight while a lower exponent results in a broader flatter one.
$rimlightboost <int>
Boost for ambient cube component of rim lighting.
$rimmask <boolean>
Uses the alpha channel of the $phongexponenttexture to mask rimlighting.


See also