EyeRefract: Difference between revisions
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Bug:Although this shader has support for $emissiveblend, it is not fully implemented and does not work properly. [todo tested in ?]
Deprecated (talk | contribs) (Rewritten, changed to use Shader and MatParam templates, added $ambientocclusion from L4D) |
Deprecated (talk | contribs) m (Changed since Episode Two to since Source 2007) |
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[[File:Eyerefract.jpg|right|300px]] | [[File:Eyerefract.jpg|right|300px]] | ||
{{Shader|EyeRefract|dx9=1|since= | {{Shader|EyeRefract|dx9=1|since=Source 2007}} It is used to create realistic eyes, which are affected by map lighting and dynamic lighting, such as those from flashlights. This shader is a successor to the {{ent|Eyes}} shader from {{Game link|Half-Life 2}}. | ||
{{Bug|Although this shader has support for {{ent|$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
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 .

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?