Core (shader): Difference between revisions
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Note:In order for this shader to work properly, it must be used with a
Note:This shader does not exist in engine branches after the Orange Box.
NvC DmN CH (talk | contribs) m (envmaps will are force drawn) |
Deprecated (talk | contribs) (Changed to use Shader and MatParam templates) |
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[[Image:Citadel_core_shader.jpg|thumb|right|200px|The Citadel Core, which uses this shader.]] | [[Image:Citadel_core_shader.jpg|thumb|right|200px|The Citadel Core, which uses this shader.]] | ||
{{shader|Core|since=Half-Life 2: Episode One}} It is used to create a unstable, reflecting and refracting core of energy, used exclusively for the Core reactor in the Citadel in Episode One. | |||
{{note|In order for this shader to work properly, it must be used with a <code>prop_coreball</code> at the position of (2688,12139,5170). This value is hardcoded into the shader.}} | {{note|In order for this shader to work properly, it must be used with a <code>prop_coreball</code> at the position of (2688,12139,5170). This value is hardcoded into the shader.}} | ||
{{note|This shader does not exist in engine branches after the [[Orange Box]].}} | {{note|This shader does not exist in engine branches after the [[Orange Box]].}} | ||
==Shader Parameters== | ==Shader Parameters== | ||
{{MatParam|$corecolortexture|texture|The texture to use for the colors that get dynamically modified by the shader. The alpha channel of the <code>$corecolortexture</code> determines the translucency of the core.}} | |||
{{MatParam|$corecolortextureframe|texture|The frame to start an animated <code>$corecolortexture</code> on.}} | |||
{{MatParam|$normalmap|texture}} | |||
{{MatParam|$dudvmap|texture|The pattern of refraction is defined by a normal map (DX9+) or DUDV map (DX8-). May be animated.|dx8=1}} | |||
{{MatParam|$bumpframe|int|The frame to start an animated bumpmap on. {{Todo|This may not work with the proxy required for the effect.}}}} | |||
{{MatParam|$bumptransform|matrix|Transforms the bump map texture. | |||
{{VMT UVtransform}}}} | |||
{{MatParam|[[$envmap]]|texture|Adds a cubemap reflection on top of the refraction. | |||
: {{note|Specular reflections for this shader will be drawn even if <code>mat_specular</code> is set to 0.}}}} | |||
{{MatParam|$envmapframe|int|The frame to start an animated cubemap on.}} | |||
{{MatParam|$envmaptint|RGB matrix|Controls the intensity of the reflection's [[RGB|red, green and blue]] color channels. Any positive number can be used. Default is <code>"[1 1 1]"</code>, which means 100% intensity. {{note|You ''must'' use quotemarks, as there are space characters within the value.}}}} | |||
{{VMT UVtransform}} | {{MatParam|$envmapcontrast|normal|Controls the [[Wikipedia:Contrast (vision)|contrast]] of the reflection. 0 is natural contrast, while 1 is the full squaring of the color (i.e. color*color).}} | ||
{{MatParam|$envmapsaturation|normal|Controls the colour saturation of the reflection. 0 is greyscale, while 1 is natural saturation.}} | |||
{{MatParam|$refractamount|float|Controls the strength of the refraction by multiplying the normal map intensity.}} | |||
: {{note|Specular reflections will be drawn even if <code>mat_specular</code> is set to 0}} | {{MatParam|$refracttint|RGB matrix|Tints the color of the refraction.}} | ||
{{MatParam|[[Flowmap|$flowmap]]|texture|Flowmap to scroll the normal map, which affects the refraction.}} | |||
{{MatParam|$flowmapframe|int|The frame to start an animated flowmap on.}} | |||
{{MatParam|$flowmapscrollrate|vector2|The rate at which the normal map scrolls along the flowmap.}} | |||
{{MatParam|$flowmaptexcoordoffset|float|{{Todo|Texture offset for the flowmap? Modified by proxies, as seen below.}}}} | |||
==Example== | ==Example== | ||
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} | } | ||
} | } | ||
Revision as of 14:33, 6 June 2019
Core It is used to create a unstable, reflecting and refracting core of energy, used exclusively for the Core reactor in the Citadel in Episode One.
prop_coreball at the position of (2688,12139,5170). This value is hardcoded into the shader.Shader Parameters
$corecolortexture
$corecolortextureframe
$normalmap
$dudvmap
$bumpframe
$bumptransform
[[$envmap|$envmap]]
$envmapframe
$envmaptint
$envmapcontrast
$envmapsaturation
$refractamount
$refracttint
[[$flowmap|$flowmap]]
$flowmapframe
$flowmapscrollrate
$flowmaptexcoordoffset
Example
The Core material used in Episode One, materials/models/props_combine/core_sheet.vmt
"Core"
{
"$normalmap" "Models/props_combine/core_normal"
"$dudvmap" "Models/props_combine/core_dudv"
"$corecolortexture" "models/props_combine/corewarpcolor"
"$flowmap" "models/props_combine/core_flow"
"$model" 1
"$REFRACTAmOUNT" "0.15"
"$FLOWMAPSCROLLRATE" "[.0475 .133]"
// "$envmap" "CustomCubeMaps/core"
"$envmap" "env_cubemap"
"$refracttint" "[0.7 0.7 0.6]"
"$envmaptint" "[0.8 0.6 0.6]"
"$FLOWMAPTEXCOORDOFFSET" "1.0"
"$TempMin" 0
"$TempMax" 1
"core_dx70"
{
"$fallbackmaterial" "models/props_combine/coredx70"
}
"core_dx80"
{
"$normalmap" "dev/water_normal"
"$dudvmap" "dev/water_dudv"
"$bumptransform" "center .5 .5 scale 5 5 rotate 0 translate 0 0"
"$envmapcontrast" "1.0"
}
"Proxies"
{
"Sine"
{
"resultVar" "$FLOWMAPTEXCOORDOFFSET"
"sineperiod" 4
"sinemin" "$TempMin"
"sinemax" "$TempMax"
}
"AnimatedTexture"
{
"animatedtexturevar" "$normalmap"
"animatedtextureframenumvar" "$bumpframe"
"animatedtextureframerate" 29.00
}
}
}