Character (shader): Difference between revisions
		
		
		
		
		
		Jump to navigation
		Jump to search
		
				
		
 Tip:It might be a good idea to look at Valve vmts of new Player Models inside the vpk files, to get better understanding how to structure your Character shader vmt.
Tip:It might be a good idea to look at Valve vmts of new Player Models inside the vpk files, to get better understanding how to structure your Character shader vmt.
 Note:In addition to all previous VertexLitGeneric parameters.
Note:In addition to all previous VertexLitGeneric parameters.
 Note:In addition to all previous VertexLitGeneric parameters.
Note:In addition to all previous VertexLitGeneric parameters.
 Note:In addition to all previous VertexLitGeneric parameters.
Note:In addition to all previous VertexLitGeneric parameters.
 Note: Ambient Reflection is similiar to rimlighting.
Note: Ambient Reflection is similiar to rimlighting.
		
	
| MineClever (talk | contribs) | MineClever (talk | contribs)  | ||
| Line 22: | Line 22: | ||
| ;{{ent|$masks2}} | ;{{ent|$masks2}} | ||
| : '''Red channel''' - Shadow saturation mask | : '''Red channel''' - Shadow saturation mask | ||
| : '''Green channel''' - Angle  | : '''Green channel''' - Angle of Anisotropy,as if the mask value > 0 | ||
| : '''Blue channel''' - [[$envmap]] light scale | : '''Blue channel''' - [[$envmap]] light scale | ||
| : '''Alpha channel''' - Retroreflectivity | : '''Alpha channel''' - Retroreflectivity | ||
Revision as of 22:59, 29 September 2020
Character is a material shader available in  . Shares most generic parameters of VertexLitGeneric. Takes advantage of mask textures to tune stuff like rimlighting, phong shading and other.
. Shares most generic parameters of VertexLitGeneric. Takes advantage of mask textures to tune stuff like rimlighting, phong shading and other.
 Tip:It might be a good idea to look at Valve vmts of new Player Models inside the vpk files, to get better understanding how to structure your Character shader vmt.
Tip:It might be a good idea to look at Valve vmts of new Player Models inside the vpk files, to get better understanding how to structure your Character shader vmt.
Supported Parameters
Textures & Masks
- $basetexture
- Diffuse mask.
- $bumpmap
- Normal map.
- $envmap
- Specular reflection mask.
- $masks1
- Red channel - $rimlight mask
- Green channel - Phong Albedo mask
- Blue channel - $metalness mask
- Alpha channel - $warpindex mask
- $masks2
- Red channel - Shadow saturation mask
- Green channel - Angle of Anisotropy,as if the mask value > 0
- Blue channel - $envmap light scale
- Alpha channel - Retroreflectivity
- $phongwarptexture
- Phong warp texture.
- $fresnelrangestexture
- BlinnPhong&AmbientReflection fresnel mapping texture
Unique Envmap Parameters
 Note:In addition to all previous VertexLitGeneric parameters.
Note:In addition to all previous VertexLitGeneric parameters.$envmaplightscale
$envmaplightscaleminmax
Unique Phong Parameters
 Note:In addition to all previous VertexLitGeneric parameters.
Note:In addition to all previous VertexLitGeneric parameters.Unique Rimlight Parameters
 Note:In addition to all previous VertexLitGeneric parameters.
Note:In addition to all previous VertexLitGeneric parameters.$rimlightalbedo
$rimlighttint
$fakerimboost
$fakerimtint
$rimhaloboost
$rimhalobounds
Ambient Reflection Parameters
 Note: Ambient Reflection is similiar to rimlighting.
Note: Ambient Reflection is similiar to rimlighting.$ambientreflectionboost
$ambientreflectionbouncecolor
$ambientreflectionbouncecenter
Shadow Parameters
$shadowrimboost
$shadowsaturation
$shadowsaturationbounds
$shadowtint
$shadowcontrast
