$rimlight: Difference between revisions
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Note:Requires $phong to be set to 1.
m ($rimlightexponent has no effect in HLMV) |
(→Additional parameters: $phongtint parameter will tint the entire vSpecularTint if defined, Tints white otherwise) |
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Line 29: | Line 29: | ||
{{MatParam|$rimlightboost|int|Boost for ambient cube component of rim lighting.}} | {{MatParam|$rimlightboost|int|Boost for ambient cube component of rim lighting.}} | ||
{{MatParam|$rimmask|bool|Uses the alpha channel of the $phongexponenttexture to mask rimlighting.}} | {{MatParam|$rimmask|bool|Uses the alpha channel of the $phongexponenttexture to mask rimlighting.}} | ||
{{MatParam|$phongtint|RGB matrix|By default the rim light is white, This will tint both, phong and rim lighting. See [[$phong#Colors|Phong]] for more.}} | |||
== See also == | == See also == |
Revision as of 16:12, 23 February 2022
Template:Shaderparam It adds a constant rim light to the model that appears to come indirectly from the environment. The color of the rim light is directly influenced by ambient light.

- Todo: Explain similarities and differences of Phong Fresnel ranges.
VMT syntax
$rimlight <bool>
VertexLitGeneric { $phong 1 $bumpmap <texture> $phongexponent 5 $phongexponenttexture <texture> $phongboost 1.0 $phongfresnelranges "[0 0.5 1]" $rimlight 1 $rimlightexponent 2 $rimlightboost .2 }
Additional parameters
$rimlightexponent
$rimlightboost
$rimmask
$phongtint