EyeRefract: Difference between revisions
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Bug:Although this shader has support for $emissiveblend, it is not fully implemented and does not work properly. [todo tested in ?]
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Deprecated (talk | contribs) m (Revamped with MatParam changes) |
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{{MatParam|$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= | {{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
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.
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 .

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?