WorldGGX: Difference between revisions
		
		
		
		
		
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Bug:This shader won't receive light from env_projectedtextures like the player's flashlight.  If the player is allowed to use a flashlight, the best case scenario is to only use this shader on materials in lit up areas.  [todo tested in ?]
		
	
 (Due to the NWI wiki being read-only, I'll be putting some modding information related to Insurgency and Day of Infamy here.  First the shaders.)  | 
				m (Oops typo.)  | 
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;{{MatParam|$blendmap|to=$blendmap2|texture|Blend map to use for specular and parallaxing (if $parallax is 1).  Can also take a height map.}}  | ;{{MatParam|$blendmap|to=$blendmap2|texture|Blend map to use for specular and parallaxing (if $parallax is 1).  Can also take a height map.}}  | ||
;{{MatParam|$heightscale|to=$heightscale2|float|A scalar for the $blendmap(2)'s parallax effect.}}  | ;{{MatParam|$heightscale|to=$heightscale2|float|A scalar for the $blendmap(2)'s parallax effect.}}  | ||
;{{MatParam|$heightblend|bool|Enabling allows use of $  | ;{{MatParam|$heightblend|bool|Enabling allows use of $blendmap and $blendmap2.}}  | ||
;{{MatParam|$heightblendoffset|float|Offsets the blend map, default is 0.5.}}  | ;{{MatParam|$heightblendoffset|float|Offsets the blend map, default is 0.5.}}  | ||
;{{MatParam|$parallax|bool|Enabling uses the blend map as a height map for a parallax effect.}}  | ;{{MatParam|$parallax|bool|Enabling uses the blend map as a height map for a parallax effect.}}  | ||
Revision as of 14:27, 2 December 2020
Template:Shader multi It was first introduced in Day of Infamy and back ported to Insurgency. Displacement blending similar to WorldVertexTransition is supported.
Supported Parameters
[[$basetexture|$basetexture]][[$bumpmap|$bumpmap]][[$color2|$color2]][[$detail|$detail]][[$envmap|$envmap]][[$blendmodulatetexture|$blendmodulatetexture]]
Blend Mapping Parameters
Misc. Parameters
See Also
- SurfaceGGX, similar shader used for models.