$rimlight: Difference between revisions
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Note:Requires $phong to be set to 1.
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{{lang|$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 | == 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 [[$phong#Colors|Phong]] for more.}} | ||
== See | == See Also == | ||
* {{ent|$phong}} | |||
* | |||
* [[Phong materials]] | * [[Phong materials]] | ||
* [[Phong materials#Phong Fresnel ranges|Phong Fresnel ranges]] | * [[Phong materials#Phong Fresnel ranges|Phong Fresnel ranges]] | ||
Revision as of 15:43, 9 May 2022
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.

- 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