EyeRefract: Difference between revisions

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{{MatParam|$ambientoccltexture|texture|An ambient occlusion texture overlaid onto the entire eye (be sure to adjust the iris scale of the [[Eyeball]] in the qc to make it fit) to make it appear darker near the borders. The texture is multiplicative (white changes nothing, black turns the result darker).}}
{{MatParam|$ambientoccltexture|texture|An ambient occlusion texture overlaid onto the entire eye (be sure to adjust the iris scale of the [[Eyeball]] in the qc to make it fit) to make it appear darker near the borders. The texture is multiplicative (white changes nothing, black turns the result darker).}}
{{MatParam|$ambientocclcolor|RGB matrix|Tints the <code>$ambientoccltexture</code>. Default <code>"[0.33 0.33 0.33]"</code>.}}
{{MatParam|$ambientocclcolor|RGB matrix|Tints the <code>$ambientoccltexture</code>. Default <code>"[0.33 0.33 0.33]"</code>.}}
{{MatParam|[[$ambientocclusion]]|float|Strength of the dynamic ambient occlusion. Default <code>1</code>. {{todo|Strength for SSAO?}}|since=L4D}}
{{MatParam|[[$ambientocclusion]]|float|Strength of the dynamic ambient occlusion. Default <code>1</code>. {{todo|Strength for SSAO?}}|since={{l4d}}}}
{{MatParam|[[$halflambert]]|bool|Enables half-lambertian lighting.}}
{{MatParam|[[$halflambert]]|bool|Enables half-lambertian lighting.}}
{{MatParam|$raytracesphere|bool|Enables sphere raytracing. Each pixel is raytraced to allow sharper angles to look more accurate.}}
{{MatParam|$raytracesphere|bool|Enables sphere raytracing. Each pixel is raytraced to allow sharper angles to look more accurate.}}

Revision as of 19:52, 22 April 2020

Eyerefract.jpg
This article is about the shader. For the preceding shader, see Eyes.  For the QC property of $model, see Eyeball./ For the tool, see qc_eyes.

Shader-ball.png 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 Half-Life 2 .

Icon-Bug.pngBug:Although this shader has support for $emissiveblend, it is not fully implemented and does not work properly.  [todo tested in ?]

Shader Parameters

$iris $irisframe $corneatexture $corneabumpstrength $parallaxstrength $dilation [[$lightwarptexture|$lightwarptexture]] [[$envmap|$envmap]] $glossiness $ambientoccltexture $ambientocclcolor [[$ambientocclusion|$ambientocclusion]] [[$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?