EyeRefract: Difference between revisions

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(Rewritten, changed to use Shader and MatParam templates, added $ambientocclusion from L4D)
m (Changed since Episode Two to since Source 2007)
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[[File:Eyerefract.jpg|right|300px]]
[[File:Eyerefract.jpg|right|300px]]


{{Shader|EyeRefract|dx9=1|since=Half-Life 2: Episode Two}} It is used to create realistic eyes, which are affected by map lighting and dynamic lighting, such as those from flashlights. This shader is a successor to the {{ent|Eyes}} shader from {{Game link|Half-Life 2}}.
{{Shader|EyeRefract|dx9=1|since=Source 2007}} It is used to create realistic eyes, which are affected by map lighting and dynamic lighting, such as those from flashlights. This shader is a successor to the {{ent|Eyes}} shader from {{Game link|Half-Life 2}}.
{{Bug|Although this shader has support for {{ent|$emissiveblend}}, it is not fully implemented and does not work properly.}}
{{Bug|Although this shader has support for {{ent|$emissiveblend}}, it is not fully implemented and does not work properly.}}



Revision as of 12:44, 26 June 2019

Eyerefract.jpg

Shader-ball.png EyeRefract It is used to create realistic eyes, which are affected by map lighting and dynamic lighting, such as those from flashlights. This shader is a successor to the Eyes shader from Half-Life 2 Half-Life 2 .

Icon-Bug.pngBug:Although this shader has support for $emissiveblend, it is not fully implemented and does not work properly.  [todo tested in ?]

Shader Parameters

$iris $irisframe $corneatexture $corneabumpstrength $parallaxstrength $dilation [[$lightwarptexture|$lightwarptexture]] [[$envmap|$envmap]] $glossiness $ambientoccltexture $ambientocclcolor $ambientocclusion [[$halflambert|$halflambert]] $raytracesphere $spheretexkillcombo $eyeballradius

Other Parameters

$eyeorigin $irisu $irisv $intro $warpparam $entityorigin

Todo: Include cloak parameters in here?
Todo: Can this shader be used outside of a model with qc eyes, by using proxies (or in SFM override materials) to modify these shader values?

See also