$lightwarptexture: Difference between revisions
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Important:
Important:
Warning: This means that all parameters that don't work with $bumpmap also won't work with
Note:Does not work without $phong on VertexLitGeneric in
Counter-Strike: Source and
CS:GO engine branch.
Note:
CS:GO engine branch.
Bug:Does not work when using $detail or $bumpmap2 on both LightmappedGeneric and WorldVertexTransition. [todo tested in ?]
Bug:Does not work when using $selfillumfresnel without also using $phong. [todo tested in ?]
Bug:Does not work when using $seamless_scale. [todo tested in ?]
m (→Caveats) |
Tag: Undo |
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== Caveats == | == Caveats == | ||
{{Important|<code>$lightwarptexture</code> must be specified ''after'' all other textures, otherwise it will overwrite them.}} | {{Important|<code>$lightwarptexture</code> must be specified ''after'' all other textures, otherwise it will overwrite them.}} | ||
{{Important|<code>$lightwarptexture</code> on {{ | {{Important|<code>$lightwarptexture</code> on {{Ent|VertexLitGeneric}} requires a {{Ent|$bumpmap}}. If not specified, a default one will used instead! '''It will be as if a {{Ent|$bumpmap}} is in the VMT!'''}} | ||
{{Warning| This means that all parameters that don't work with {{ | {{Warning| This means that all parameters that don't work with {{Ent|$bumpmap}} also won't work with <code>$lightwarptexture</code>.}} | ||
:* [[$detail#Parameters and Effects|$detailblendmode]] 5-9 won't work - 5 & 6 will work when {{ | :* [[$detail#Parameters and Effects|$detailblendmode]] 5-9 won't work - 5 & 6 will work when {{Ent|$phong}} is used. | ||
:* {{ | :* {{Ent|$envmapmask}} won't work except in {{mapbase|4}}. {{Ent|$selfillum_envmapmask_alpha}} Doesn't work in any branch. | ||
{{Note|Does not work without {{ | {{Note|Does not work without {{Ent|$phong}} on {{Ent|VertexLitGeneric}} in {{css|2}} '''and''' {{csgobranch|4}}.}} | ||
{{Note|<code>$lightwarptexture</code> does not seem to exist at all for {{ | {{Note|<code>$lightwarptexture</code> does not seem to exist at all for {{Ent|LightmappedGeneric}} in {{csgobranch|4}}.}} | ||
{{Bug|Does not work when using {{ | {{Bug|Does not work when using {{Ent|$detail}} '''or''' {{Ent|$bumpmap2}} on both {{Ent|LightmappedGeneric}} and {{Ent|WorldVertexTransition}}.}} | ||
{{Bug|Does not work when using [[Glowing_Textures#.24selfillum|$selfillumfresnel]] without also using {{ | {{Bug|Does not work when using [[Glowing_Textures#.24selfillum|$selfillumfresnel]] without also using {{Ent|$phong}}.}} | ||
{{Bug|Does not work when using {{ | {{Bug|Does not work when using {{Ent|$seamless_scale}}.}} | ||
== Lightwarp textures == | == Lightwarp textures == |
Revision as of 07:07, 18 February 2023

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.
Caveats

$lightwarptexture
must be specified after all other textures, otherwise it will overwrite them.
$lightwarptexture
on VertexLitGeneric requires a $bumpmap. If not specified, a default one will used instead! It will be as if a $bumpmap is in the VMT!
$lightwarptexture
.- $detailblendmode 5-9 won't work - 5 & 6 will work when $phong is used.
- $envmapmask won't work except in
Mapbase. $selfillum_envmapmask_alpha Doesn't work in any branch.




$lightwarptexture
does not seem to exist at all for LightmappedGeneric in 



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.