$rimlight: Difference between revisions

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{{lang|$rimlight}}[[Category:List of Shader Parameters|R]][[Category:VMT Lighting]]
[[Image:Heavy_rim.jpg|thumb|200px|Example of rim lighting in use on the TF2 Heavy.]]
[[Image:Heavy_rim.jpg|thumb|200px|Example of rim lighting in use on the TF2 Heavy.]]


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== Additional parameters ==
== Additional Parameters ==
 
{{MatParam|$rimlightexponent|int|Exponent for phong component of rim lighting. The rim exponent defines the "tightness" of the highlight. A higher exponent results in a smaller, tighter highlight while a lower exponent results in a broader flatter one. {{bug|Appears to have no effect in HLMV.}}}}
{{MatParam|$rimlightexponent|int|Exponent for phong component of rim lighting. The rim exponent defines the "tightness" of the highlight. A higher exponent results in a smaller, tighter highlight while a lower exponent results in a broader flatter one. {{bug|Appears to have no effect in HLMV.}}}}
{{MatParam|$rimlightboost|float|Boost for ambient cube component of rim lighting.}}
{{MatParam|$rimlightboost|float|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 <code>$phongexponenttexture</code> to mask rimlighting.}}
{{MatParam|$phongtint|RGB matrix|By default the rim light is white, This will tint both, phong and rim lighting. See [[$phong#Colors|Phong]] for more.}}
{{MatParam|$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 ==
 
* {{ent|$phong}}
* [[$phong]]
* [[Phong materials]]
* [[Phong materials]]
* [[Phong materials#Phong Fresnel ranges|Phong Fresnel ranges]]
* [[Phong materials#Phong Fresnel ranges|Phong Fresnel ranges]]
[[Category:List of Shader Parameters|R]]
[[Category:VMT Lighting]]

Revision as of 15:43, 9 May 2022

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Example of rim lighting in use on the TF2 Heavy.

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.

Note.pngNote:Requires $phong to be set to 1.
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

See Also