JellyFish: Difference between revisions

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(Added obsolete template)
(Added shader params from the source code)
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== Shader specific parameters ==
== Shader specific parameters ==
{{MatParam|$gradienttexture|texture|Does nothing. The Half-Life 2 Beta code describes it as "1D texture for silhouette glowy bits".}}
{{MatParam|$BaseTexture|texture|}}
 
{{MatParam|$GradientTexture|texture|Does nothing. The Half-Life 2 Beta code describes it as "1D texture for silhouette glowy bits".}}
 
{{MatParam|$EnvMap|texture|}}
 
{{MatParam|$EnvMapTint|vector3|}}
:;Apparently this shader has no supported effects, besides <code>$basetexture</code>, of course. But that really isn't an effect, now is it?
{{MatParam|$PulseRate|float|}}


== Trivia ==
== Trivia ==

Revision as of 04:50, 21 May 2024

Obsolete-notext.png
This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.

Jellyfish This shader usually results in wireframe and therefore is unreliable and doesn't work. There is a glitch where this shader splits the player's view into four rectangular quadrants, and multiplies one colour per quadrant on the model. The "gradient" overlay on the model is locked to the player view; it doesn't pan, but it does resize as the view nears the model. The $gradienttexture seems to have no effect. Models with this shader are fullbright.

Note.pngNote:This entire page was written with information from testing the shader in Episode 2 ONLY.
How the JellyFish shader works on models in Episode 2.

Shader specific parameters

$BaseTexture $GradientTexture $EnvMap $EnvMapTint $PulseRate

Trivia

This is and was used for the Hydra in the Half-Life 2 Beta and a number of mods.