LightmappedReflective: Difference between revisions
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Bug:Adding proxies to a lightmappedreflective causes the texture to not be drawn. (Could this be because it includes some default proxy in order for it to work, and once there is a user-defined proxy, those "behind the scenes" proxies are no longer there?) [todo tested in ?]
Bug:Does not appear to work in Portal 2 [todo tested in ?]
Warning:Although this is functional in Portal 1, the reflection does not update when viewed through portals and portals will only update in the reflection if both of them are visible to you and to the func_reflective glass. Also, if the portals are rotated differently and viewed through the func_reflective_glass, the portals will display incorrectly.
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{{MatParam|$reflecttexture|texture|Texture to use for reflection. For real-time reflections, use <code>[[_rt_WaterReflection]]</code>.}} | {{MatParam|$reflecttexture|texture|Texture to use for reflection. For real-time reflections, use <code>[[_rt_WaterReflection]]</code>.}} | ||
{{MatParam|$reflectamount|float|Amount of warp for the reflection. Higher values produce more warping.}} | {{MatParam|$reflectamount|float|Amount of warp for the reflection. Higher values produce more warping. Also controls the strenght of the bump map}} | ||
{{MatParam|$reflecttint|RGB matrix|Color tint for the real-time reflection.}} | {{MatParam|$reflecttint|RGB matrix|Color tint for the real-time reflection.}} | ||
{{MatParam|$reflectance|float|Controls opacity of reflection. Similar to [[$alpha]]}} | {{MatParam|$reflectance|float|Controls opacity of reflection. Similar to [[$alpha]]}} |
Revision as of 05:32, 11 July 2021
LightmappedReflective
is the shader used by func_reflective_glass. This shader renders real-time reflection and refractions similar to Water (shader).
Warning:All parameters listed in the example (except $bumpframe, %tooltexture and $surfaceprop) must be included when used, or func_reflective_glass may not work properly.
Example
The example shown here is materials/glass/reflectiveglass001.vmt
"lightmappedreflective" { "%tooltexture" "dev/flat_normal" "$refracttexture" "_rt_WaterRefraction" "$refractamount" "0" "$refracttint" "[.5 .5 .6]" "$reflecttexture" "_rt_WaterReflection" "$reflectamount" "0" "$reflecttint" "[1 1 1]" "$fresnelpower" "0" "$minreflectivity" "0.8" "$maxreflectivity" "1.0" "$normalmap" "dev/flat_normal" "$surfaceprop" "glass" "$bumpframe" "0" }



Shader parameters
Textures
$basetexture
[[$normalmap|$normalmap]]
$bumpframe
$bumptransform
Reflection
$reflecttexture
$reflectamount
$reflecttint
$reflectance
$envmapmask
$minreflectivity
$maxreflectivity
Refraction
$refracttexture
$refractamount
$refracttint