$lightwarptexture: Difference between revisions
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Important:
Note:Requires phong on VertexLitGeneric in
Counter-Strike: Source.
Kestrelguy (talk | contribs) m (→Lightwarp textures: turned some game names into links.) |
Kestrelguy (talk | contribs) m (added language bar. also some formatting.) |
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[[File:Lightwarp snow.jpg|thumb|200px|The technique was first used in | {{lang|$lightwarptexture}}{{source topicon}}[[Category:List of Shader Parameters|L]] | ||
[[File:Lightwarp heavy.png|thumb|150px| | [[File:Lightwarp snow.jpg|thumb|200px|The technique was first used in {{dods|2}}'s snow maps, such as Kalt.]] | ||
[[File:Lightwarp BW.png|thumb|150px| | [[File:Lightwarp heavy.png|thumb|150px|<code>$lightwarptexture</code> is a cornerstone of {{tf2|2}}'s illustrative character rendering.]] | ||
[[File:Lightwarp BW.png|thumb|150px|Posterized color can be achieved, but lighting must be tightly controlled.]] | |||
{{Shaderparam|$lightwarptexture|dx9=1|since=Source 2006|shader1=VertexLitGeneric|shader2=LightmappedGeneric|shader3=WorldVertexTransition|shader4=EyeRefract}} It tints [[texel]]s depending on their brightness. It can be thought of as | {{Shaderparam|$lightwarptexture|dx9=1|since=Source 2006|shader1=VertexLitGeneric|shader2=LightmappedGeneric|shader3=WorldVertexTransition|shader4=EyeRefract}} It tints [[texel]]s depending on their brightness. It can be thought of as localized [[color correction]]. | ||
{{ | {{important|<code>$lightwarptexture</code> must be specified ''after'' all other textures, otherwise it will overwrite them.}} | ||
{{ | {{note|Requires [[phong]] on {{ent|VertexLitGeneric}} in {{css|2}}.}} | ||
:{{todo|Do games other than {{css}} require phong for this to work?}} | :{{todo|Do games other than {{css}} require phong for this to work?}} | ||
== Lightwarp textures == | == Lightwarp textures == | ||
A lightwarp texture is a one-dimensional strip of pixels. Dark texels will be tinted with the colour on the left-hand side, and bright texels with the colour on the right. 50% gray means no tint. | A lightwarp texture is a one-dimensional strip of pixels. Dark texels will be tinted with the colour on the left-hand side, and bright texels with the colour on the right. 50% gray means no tint. | ||
=== Examples === | === Examples === | ||
; <code>snow_warp</code>:[[File:Warptexture.jpg|border|dod\materials\ground\snow_warp]] | |||
: This is the lightwarp texture used in the {{dods|2}} screen to the right. It is designed to add a subtle bluish tint to darker snow without affecting brighter regions. | |||
; <code>pyro_lightwarp</code>:[[File:Pyro lightwarp.png|border|tf\materials\models\player\pyro\pyro_lightwarp]] | |||
: This is applied to all {{tf2|2}} characters, not just the Pyro. It creates the high-contrast shadows with red-tinged terminators typical of the illustrative art the game apes. | |||
; Posterized: [[File:Warp bw.png|border|Custom texture]] | |||
:This custom warp texture creates a posterized "line art" style. Enabling lightwarp alone isn't enough however: ambient lighting must be at 0 to make unlit areas black, and world lighting must become viewer-dependent to ensure that shadows are always cast. | |||
; <code>Cel Shading</code>:[[File:Cel_lightwarp.png|border|Custom texture]] | |||
:Cel shading can make objects look more cartoony by replacing the smooth lighting gradient with sharp steps. | |||
Other possible uses of <code>$lightwarptexture</code> include contrast enhancement, tweaking vertex lighting shadow transitions, highlight softening, and more. | |||
[[ | ::[[File:Celshadingpreview.png|thumb|320px|left|Cel shading in action.]] |
Revision as of 21:05, 23 May 2022

The technique was first used in
Day of Defeat: Source's snow maps, such as Kalt.

Template:Shaderparam It tints texels depending on their brightness. It can be thought of as localized color correction.

$lightwarptexture
must be specified after all other textures, otherwise it will overwrite them.

Lightwarp textures
A lightwarp texture is a one-dimensional strip of pixels. Dark texels will be tinted with the colour on the left-hand side, and bright texels with the colour on the right. 50% gray means no tint.
Examples
snow_warp
- This is the lightwarp texture used in the
Day of Defeat: Source screen to the right. It is designed to add a subtle bluish tint to darker snow without affecting brighter regions.
pyro_lightwarp
- This is applied to all
Team Fortress 2 characters, not just the Pyro. It creates the high-contrast shadows with red-tinged terminators typical of the illustrative art the game apes.
- Posterized
- This custom warp texture creates a posterized "line art" style. Enabling lightwarp alone isn't enough however: ambient lighting must be at 0 to make unlit areas black, and world lighting must become viewer-dependent to ensure that shadows are always cast.
Cel Shading
- Cel shading can make objects look more cartoony by replacing the smooth lighting gradient with sharp steps.
Other possible uses of $lightwarptexture
include contrast enhancement, tweaking vertex lighting shadow transitions, highlight softening, and more.