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'''<code>SolidEnergy</code>''' is a shader | '''<code>SolidEnergy</code>''' is a shader used for Portal 2's {{P2 add|fizzler, excursion funnel, light bridge, and laser field materials}}. | ||
The shader is known to work in {{portal2}} Portal 2 and {{csgo}} Counter-Strike: Global Offensive. | The shader is known to work in {{portal2}} Portal 2 and {{csgo}} Counter-Strike: Global Offensive. | ||
Revision as of 22:04, 30 January 2020
This article or section needs to be updated to include current information regarding the subject.
Remember to check for any notes left by the tagger at this article's talk page.
Remember to check for any notes left by the tagger at this article's talk page.
SolidEnergy is a shader used for Portal 2's Template:P2 add.
The shader is known to work in
Portal 2 and
Counter-Strike: Global Offensive.
Supported effects
Todo: What other effects does this shader support?
Detail
When using a basetexture, the shader also renders 2 optional detail textures, which are blended with the basetexture. Both of these detail textures use the same syntax of variant parameters as $detail, with "$detail1" or "$detail2" replacing the "$detail" prefix. (eg: $detail1scale 1) This method MUST be used if the material is to be used on a model, as meshes will not render if a flowmap is applied.
Type 1 (Flowmap) Example
The example shown below is materials/effects/fizzler.vmt from Portal 2.
SolidEnergy
{
$basetexture "effects/fizzler_ripples_dim"
$flowmap "effects/fizzler_flow"
$flowbounds "effects/fizzler_bounds"
$FLOW_NOISE_TEXTURE "effects/fizzler_noise"
$FLOW_UVSCROLLDISTANCE "0.25"
$FLOW_TIMEINTERVALINSECONDS "1.2"
$FLOW_NOISE_SCALE 0.003
$FLOW_LERPEXP 1.5
$FLOW_WORLDUVSCALE 0.008
$FLOW_NORMALUVSCALE 0.008
$FLOW_COLOR "[0.025 0.08 0.1]"
$FLOW_VORTEX_COLOR "[0.64 2.058 2.56]"
$surfaceprop glass
"%keywords" Portal2
$translucent 1
$additive 1
$FLOW_VORTEX_SIZE 35
"360?$outputintensity" 2.8
"SonyPS3?$outputintensity" .7
"srgb_pc?$outputintensity" 2.3
"!srgb_pc?$outputintensity" 1.7
Proxies
{
FizzlerVortex
{
}
}
}
Type 2 (Basetexture and Detail) Example
The example shown below is materials/effects/projected_wall.vmt from Portal 2.
SolidEnergy
{
$basetexture "effects/projected_wall"
$detail1 "effects/projected_wall_draw"
$detail1scale 1
$DETAIL1BLENDMODE 1
$detail2 "effects/projected_wall_noise"
$detail2scale 1
$detail2blendmode 0
$translucent 1
$additive 1
$vertexalpha 0
$vertexcolor 0
$nocull 1
$surfaceprop glass
"%keywords" Portal2
$detailscroll1 "[0 0]"
$detailscroll2 "[0 0]"
$detail2componentscale "[1 1]"
$basescroll "[0 0]"
$basescale "[1 1]"
"!srgb?$outputintensity" .75
Proxies
{
Sine
{
sinemin 0
sinemax 0.94
sineperiod 5
timeoffset 3
resultVar "$detailscroll1[0]"
}
LinearRamp
{
rate -3
initialValue 0
resultVar "$detailscroll1[1]"
}
LinearRamp
{
rate 0.18
initialValue 0
resultVar "$detailscroll2[1]"
}
Sine
{
sinemin 0.99
sinemax 1.01
sineperiod 0.125
timeoffset 0
resultVar "$detail2componentscale[0]"
}
Sine
{
sinemin 0.995
sinemax 1.005
sineperiod 0.1
timeoffset 0.05
resultVar "$basescale[0]"
}
LinearRamp
{
rate 0.15
initialValue 0
resultVar "$basescroll[1]"
}
TextureTransform
{
translateVar $detailscroll1
resultVar $detail1texturetransform
}
TextureTransform
{
translateVar $detailscroll2
scaleVar $detail2componentscale
resultVar $detail2texturetransform
}
TextureTransform
{
translateVar $basescroll
scaleVar $basescale
resultVar $basetexturetransform
}
}
}