$treesway: Difference between revisions

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($treesway rewrite)
(Revamped with MatParam changes, added that $treeswaystatic is also in CSGO)
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{{MatParam|$treeswayspeedlerpstart|float|Minimum wind speed in which a gust triggered by <code>env_wind</code> will start affecting the material. Default 3.}}
{{MatParam|$treeswayspeedlerpstart|float|Minimum wind speed in which a gust triggered by <code>env_wind</code> will start affecting the material. Default 3.}}
{{MatParam|$treeswayspeedlerpend|float|Minimum wind speed in which a gust triggered by <code>env_wind</code> will fully affect the material. Default 6.}}
{{MatParam|$treeswayspeedlerpend|float|Minimum wind speed in which a gust triggered by <code>env_wind</code> will fully affect the material. Default 6.}}
{{MatParam|$treeswaystatic|float|Use a static wind value instead of the values from <code>env_wind</code>. If enabled, <code>env_wind</code> is not required.|only=TF2|also=GMOD}}
{{MatParam|$treeswaystatic|float|Use a static wind value instead of the values from <code>env_wind</code>. If enabled, <code>env_wind</code> is not required.|only={{tf2}}{{csgo}}{{GMOD}}}}


[[Category:List of Shader Parameters|T]]
[[Category:List of Shader Parameters|T]]

Revision as of 19:51, 22 April 2020

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Template:Shaderparam It morphs a material around using the parameters of an env_wind entity to give the appearance of tree leaves and foilage blowing in the wind. The subparameters of $treesway determine how much the env_wind entity should affect the morphing, and all of them (except $treeswaystatic) must be specified in order for the effect to work properly. This shader parameter assumes any model using it is facing upwards.

Note.pngNote:This shader parameter is also available in Team Fortress 2, Black Mesa, and Garry's Mod. In Garry's Mod, it can also be used for UnlitGeneric.
Note.pngNote:This shader is disabled by default in the Alien Swarm SDK. It can re-enabled by modding.
Icon-Bug.pngBug:In Garry's Mod, using a projected texture on materials with this parameter will cause flickering. As a workaround, try to keep trees away from where player flashlights can reach. $halflambert may also partially fix the issue.  [todo tested in ?]
Todo: What about $singlepassflashlight and $flashlightnolambert?

Parameters

$treesway $treeswayheight $treeswaystartheight $treeswayradius $treeswaystartheight $treeswayspeed $treeswaystrength $treeswayscrumblespeed $treeswayscrumblestrength $treeswayscrumblefrequency $treeswayfalloffexp $treeswayscrumblefalloffexp $treeswayspeedhighwindmultipler $treeswayspeedlerpstart $treeswayspeedlerpend $treeswaystatic

See Also

https://gamebanana.com/tuts/12924 - How to achieve a similar effect without $treeSway, on all source engine games