Zh/$lightwarptexture: Difference between revisions
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[[File:Lightwarp snow.jpg|thumb|200px|这项技术首次应用于 {{dods|2}}'的雪地地图之中, 比如Kalt的雪景。]] | [[File:Lightwarp snow.jpg|thumb|200px|这项技术首次应用于 {{dods|2}}'的雪地地图之中, 比如Kalt的雪景。]] |
Revision as of 01:53, 4 January 2024

这项技术首次应用于
胜利之日:起源'的雪地地图之中, 比如Kalt的雪景。

Template:Shaderparam它的色调texel取决于它们的亮度。它可以被认为是局部的彩色修正.
警告

$lightwarptexture
必须指定后所有其他纹理,否则它将覆盖它们。
$lightwarptexture
在VertexLitGeneric 之后需要一个 $bumpmap. 如果未指定,则使用默认值! 就好像是 $bumpmap 在VMT!
$lightwarptexture
合作.- $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
胜利之日:起源 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
军团要塞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.