$rimlight: Difference between revisions
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($rimlightmask doesn't exist, $rimmask does (thanks valve)) |
Deprecated (talk | contribs) (Added that this was introduced in the Orange Box to bring it in line with other parameter pages, removed redundant EP2 add templates) |
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[[Image:Heavy_rim.jpg|thumb|200px|Example of rim lighting in use on the TF2 Heavy.]] | [[Image:Heavy_rim.jpg|thumb|200px|Example of rim lighting in use on the TF2 Heavy.]] | ||
The '''<code>$rimlight</code>''' [[ | 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| | : {{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>$rimlightexponent <[[int]]></code> | ; <code>$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>$rimlightboost <[[int]]></code> | ; <code>$rimlightboost <[[int]]></code> | ||
: Boost for ambient cube component of rim lighting. | : Boost for ambient cube component of rim lighting. | ||
;<code>$rimmask <[[boolean]]></code> | ;<code>$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
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: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.