$rimlight: Difference between revisions

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(Added that this was introduced in the Orange Box to bring it in line with other parameter pages, removed redundant EP2 add templates)
(Changed to use Shaderparam and Matparam 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>$rimlight</code>''' [[material]] parameter, introduced in the [[Orange Box]], adds a rim light to the model that appears to come indirectly from the environment. The color of the rim light is directly influenced by [[ambient light]].
{{Shaderparam|$rimlight|since=Source 2007|shader1=VertexLitGeneric}} It adds a constant 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 [[$phong]] to be set to 1.  Phong shading is only available with [[VertexLitGeneric]].}}
{{note|Requires {{ent|$phong}} to be set to 1.}}
: {{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]].}}


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== Additional parameters ==
== Additional parameters ==


; <code>$rimlightexponent <[[int]]></code>
{{MatParam|$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.}}
: 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.
{{MatParam|$rimlightboost|int|Boost for ambient cube component of rim lighting.}}
; <code>$rimlightboost <[[int]]></code>
{{MatParam|$rimmask|bool|Uses the alpha channel of the $phongexponenttexture to mask rimlighting.}}
: Boost for ambient cube component of rim lighting.
;<code>$rimmask <[[boolean]]></code>
: Uses the alpha channel of the $phongexponenttexture to mask rimlighting.
 


== See also ==
== See also ==

Revision as of 11:55, 26 June 2019

Example of rim lighting in use on the TF2 Heavy.

Template:Shaderparam It adds a constant 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.
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 $rimlightboost $rimmask

See also