$emissiveblend: Difference between revisions

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{{Shaderparam|$emissiveblend|since=Source 2007|shader1=VertexLitGeneric}} It provides advanced self-illumination that can be flowed using a flowmap. It used on the Vortigaunts in {{Game link|Half-Life 2: Episode Two}} and succeeds the {{ent|VortWarp}} shader from {{Game link|Half-Life 2: Episode One}}.
{{Shaderparam|$emissiveblend|since=Source 2007|shader1=VertexLitGeneric}} It provides advanced self-illumination that can be flowed using a flowmap. It is used for the Vortigaunts in {{Game link|Half-Life 2: Episode Two}} and succeeds the {{ent|VortWarp}} shader from {{Game link|Half-Life 2: Episode One}}. All parameters must be specified except for <code>$emissiveblendstrength</code> in order for the effect to work properly.
{{Note|All parameters must be specified except for <code>$emissiveblendstrength</code> in order for the effect to work properly.}}
{{Note|<code>$emissiveblend</code> is additive, and does not read from the material's [[albedo]].}}
{{Note|<code>$emissiveblend</code> is additive, and does not read from the material's [[albedo]].}}
{{Note|<code>$emissiveblend</code> parameters are X+ and Y-, for both flowmap and scroll. (e.g. Giving X a positive scroll vector will have it go left and giving Y a positive scroll vector will have it go up)}}
{{Note|<code>$emissiveblend</code> parameters are X+ and Y-, for both flowmap and scroll. (e.g. Giving X a positive scroll vector will have it go left and giving Y a positive scroll vector will have it go up)}}
{{Note|The effect does not need to use a flowmap, and can be used like a simple emissive map. Use dummy textures (<code>dev/null</code> or a pure white texture with a pure black alpha channel) for <code>$emissiveblendtexture</code> and <code>$emissiveblendflowtexture</code>, and use a value of <code>"[0 0]"</code> for <code>$emissiveblendscrollvector</code>. In this instance, illumination is provided by the <code>$emissiveblendbasetexture</code>, and the time proxy is not required.}}
{{Note|This effect does not need to use a flowmap, and can instead be used as a simple emissive map. Use dummy textures (<code>dev/null</code> or a pure white texture with a pure black alpha channel) for <code>$emissiveblendtexture</code> and <code>$emissiveblendflowtexture</code>, and use a value of <code>"[0 0]"</code> for <code>$emissiveblendscrollvector</code>. In this instance, illumination is solely provided by the <code>$emissiveblendbasetexture</code>, and the time proxy is not required.}}


==Parameters==
==Parameters==

Revision as of 18:07, 17 November 2019

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Template:Shaderparam It provides advanced self-illumination that can be flowed using a flowmap. It is used for the Vortigaunts in Half-Life 2: Episode Two Half-Life 2: Episode Two and succeeds the VortWarp shader from Half-Life 2: Episode One Half-Life 2: Episode One . All parameters must be specified except for $emissiveblendstrength in order for the effect to work properly.

Note.pngNote:$emissiveblend is additive, and does not read from the material's albedo.
Note.pngNote:$emissiveblend parameters are X+ and Y-, for both flowmap and scroll. (e.g. Giving X a positive scroll vector will have it go left and giving Y a positive scroll vector will have it go up)
Note.pngNote:This effect does not need to use a flowmap, and can instead be used as a simple emissive map. Use dummy textures (dev/null or a pure white texture with a pure black alpha channel) for $emissiveblendtexture and $emissiveblendflowtexture, and use a value of "[0 0]" for $emissiveblendscrollvector. In this instance, illumination is solely provided by the $emissiveblendbasetexture, and the time proxy is not required.

Parameters

$emissiveblendenabled $emissiveblendtexture $emissiveblendbasetexture $emissiveblendflowtexture $emissiveblendtint $emissiveblendstrength $emissiveblendscrollvector

Time Proxy

For any reason, you may want to modulate time by scale it. The below material proxy is a simple sample to work properly.

Note.pngNote: you don't need to declare "CurrentTime" Proxie in cases where you don't need to relative modify time scale.
	"$time" "0.0"
	"$CurrentTime" "0.0" // declare a custom VMT Parameter to "CurrentTime" Proxie output
	"$timeMult" "0.5"    // declare a custom VMT Parameter to use at "Multiply" Proxie

	"Proxies"
	{
		"CurrentTime"
		{
			// It pass CurrentTime Proxie to "$CurrentTime" variable to scale materials effects such $emissiveblendscrollvector.
			"resultVar" "$CurrentTime" 
		}
		"Multiply"
		{
			"srcVar1" "$CurrentTime" // get $CurrentTime VMT parameter to multiply with srcVar2
			"srcVar2" "$timeMult"    // get $timeMult VMT parameter to multiply with srcVar1
			"resultVar" "$time"      // writes multiplication product into $time, scaling "CurrentTime" 
		}
	}

Example

The only known material using this shader parameter, found in Half-Life 2: Episode Two Half-Life 2: Episode Two , materials/models/vortigaunt/vortigaunt_blue.vmt

"VertexLitGeneric"
{
	"$surfaceprop" "default"
	"$basetexture" "Models/vortigaunt/vortigaunt_base"
	"$bumpmap" "Models/vortigaunt/vortigaunt_normal"
	"$phong" "1"
	"$phongboost" "10"
	"$phongexponenttexture" "Models/vortigaunt/vortigaunt_exponent"
	"$phongalbedotint" "1"
	"$phongfresnelranges" "[.18 .4 1]"
	"$halflambert" "1"
	"$nodecal" "1"

	// Rim lighting parameters
	"$rimlight" "1"												// To enable rim lighting (requires phong)
	"$rimlightexponent" "10"										// Exponent for phong component of rim lighting	
	"$rimlightboost" "3"										// Boost for ambient cube component of rim lighting


	// Blend between color textures
	"$detail" "Models/Vortigaunt/vortigaunt_blue"
	"$detailblendmode" "3"
	"$detailblendfactor" "0.0"
	"$detailScale" "1.0"

	// Emissive Scroll Pass
	"$emissiveBlendEnabled"     "1" // Enables effect
	"$emissiveBlendTexture"     "models/vortigaunt/vortigaunt_illum"
	"$emissiveBlendBaseTexture" "Models/Vortigaunt/vortigaunt_blue"
	"$emissiveBlendFlowTexture" "models/vortigaunt/vortigaunt_flow"
	"$emissiveBlendTint"        "[1 1 1]"
	"$emissiveBlendScrollVector" "[0.11 0.124]"
	"$time" "0"
	"Proxies"
	{
		"VortEmissive"
		{
		}
		"MaterialModify"
		{
		}
		"CurrentTime"
		{
			"resultVar" "$time"
		}
	}
}

See Also