$treesway: Difference between revisions
Deprecated (talk | contribs) (Revamped with MatParam changes, added that $treeswaystatic is also in CSGO) |
(Updated game implementation info; added Mapbase $treeSway implementation) |
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{{screenshot}} | {{screenshot}} | ||
{{Shaderparam|$treesway|since=Left 4 Dead|shader1=VertexLitGeneric}} It morphs a material around using the parameters of an {{ent|env_wind}} entity to give the appearance of tree leaves and foilage blowing in the wind. The subparameters of <code>$treesway</code> determine how much the <code>env_wind</code> entity should affect the morphing, and all of them (except <code>$treeswaystatic</code>) must be specified in order for the effect to work properly. This shader parameter assumes any model using it is facing upwards. | {{Shaderparam|$treesway|since=Left 4 Dead|shader1=VertexLitGeneric}} It morphs a material around using the parameters of an {{ent|env_wind}} entity to give the appearance of tree leaves and foilage blowing in the wind. The subparameters of <code>$treesway</code> determine how much the <code>env_wind</code> entity should affect the morphing, and all of them (except <code>$treeswaystatic</code>) must be specified in order for the effect to work properly. This shader parameter assumes any model using it is facing upwards. | ||
{{note|This shader parameter is also available in {{tf2}} | {{note|This shader parameter is also available in {{tf2}}{{Bms}}{{GMOD}}{{mapbase}}. In {{GMOD}}{{mapbase}}, it can also be used for {{ent|UnlitGeneric}}.}} | ||
{{note|This shader is disabled by default in the {{as}} SDK. It can re-enabled by modding.}} | {{note|This shader is disabled by default in the {{as}} SDK. It can re-enabled by modding.}} | ||
{{bug|In {{GMOD}}, using a [[env_projectedtexture|projected texture]] on materials with this parameter will cause flickering. As a workaround, try to keep trees away from where player flashlights can reach. {{ent|$halflambert}} may also partially fix the issue.}} | {{bug|In {{GMOD}}{{mapbase}}, using a [[env_projectedtexture|projected texture]] on materials with this parameter will cause flickering. As a workaround, try to keep trees away from where player flashlights can reach. {{ent|$halflambert}} may also partially fix the issue.}} | ||
: {{todo|What about <code>$singlepassflashlight</code> and <code>$flashlightnolambert</code>?}} | : {{todo|What about <code>$singlepassflashlight</code> and <code>$flashlightnolambert</code>?}} | ||
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{{MatParam|$treeswaystartheight|float|The height from the model's origin in which the effect starts blending in. Default 0.2.}} | {{MatParam|$treeswaystartheight|float|The height from the model's origin in which the effect starts blending in. Default 0.2.}} | ||
{{MatParam|$treeswayradius|float|The radius from the model's origin in Hammer units in where the effect should start being fully applied. Default 300.}} | {{MatParam|$treeswayradius|float|The radius from the model's origin in Hammer units in where the effect should start being fully applied. Default 300.}} | ||
{{MatParam|$ | {{MatParam|$treeswaystartradius|float|The radius from the model's origin in which the effect starts blending in. Default 0.1.}} | ||
{{MatParam|$treeswayspeed|float|The speed multiplier of large movement such as the trunk. Default 1.}} | {{MatParam|$treeswayspeed|float|The speed multiplier of large movement such as the trunk. Default 1.}} | ||
{{MatParam|$treeswaystrength|float|The distance multiplier of large movement such as the trunk. Default 10.}} | {{MatParam|$treeswaystrength|float|The distance multiplier of large movement such as the trunk. Default 10.}} | ||
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{{MatParam|$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}}{{csgo}}{{GMOD}}}} | {{MatParam|$treeswaystatic|float|Use a static wind value instead of the values from <code>env_wind</code>. If enabled, <code>env_wind</code> is not required.|only={{tf2}}{{csgo}}{{GMOD}}{{mapbase}}}} | ||
{{MatParam|$treeswaystaticvalues|vector2|Sets the static wind values used by <code>$treeswaystatic</code>, syntax <code>[x y]</code>. Default <code>[0.5 0.5]</code>.|only={{mapbase}}}} | |||
[[Category:List of Shader Parameters|T]] | [[Category:List of Shader Parameters|T]] |
Revision as of 10:03, 21 June 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.










- Todo: What about
$singlepassflashlight
and$flashlightnolambert
?
Parameters
$treesway
$treeswayheight
$treeswaystartheight
$treeswayradius
$treeswaystartradius
$treeswayspeed
$treeswaystrength
$treeswayscrumblespeed
$treeswayscrumblestrength
$treeswayscrumblefrequency
$treeswayfalloffexp
$treeswayscrumblefalloffexp
$treeswayspeedhighwindmultipler
$treeswayspeedlerpstart
$treeswayspeedlerpend
$treeswaystatic
$treeswaystaticvalues
See Also
https://gamebanana.com/tuts/12924 - How to achieve a similar effect without $treeSway
, on all source engine games