SpriteCard: Difference between revisions
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{{MatParam|$alpha|float|Cheap transparency.}} | {{MatParam|$alpha|float|Cheap transparency.}} | ||
{{MatParam|$translucent|bool|Enables expensive transparency.}} | {{MatParam|$translucent|bool|Enables expensive transparency.}} | ||
{{MatParam| | {{MatParam|$nocull|bool|Disable backface culling. Useful for thin particles.}} | ||
{{MatParam|$overbrightfactor|normal|Allows an HDR-like factor to be applied to the sprite. The base value is 0, where 1.0 would make it nearly two times as bright. This value can help make sprites like fire and light glows feel more realistic.}} | {{MatParam|$overbrightfactor|normal|Allows an HDR-like factor to be applied to the sprite. The base value is 0, where 1.0 would make it nearly two times as bright. This value can help make sprites like fire and light glows feel more realistic.}} | ||
{{MatParam|$ramptexture|texture|If specified, then the red value of the image is used to index this ramp to produce the output color.|dx9=1}} | {{MatParam|$ramptexture|texture|If specified, then the red value of the image is used to index this ramp to produce the output color.|dx9=1}} | ||
{{MatParam| | {{MatParam|$mod2x|bool|Multiply the output by 2x.|since={{l4d}}}} | ||
{{MatParam|$opaque|bool|Are we opaque? Default 0.{{note|Enabling this disables these parameters: <code>$addbasetexture2, $dualsequence, $sequence_blend_mode, $maxlumframeblend1, $maxlumframeblend2, $extractgreenalpha, $ramptexture, $zoomanimateseq2, $addoverblend, $addself, $blendframes, $depthblend</code>, and <code>$inversedepthblend</code>.}}|since={{l4d}}}} | {{MatParam|$opaque|bool|Are we opaque? Default 0.{{note|Enabling this disables these parameters: <code>$addbasetexture2, $dualsequence, $sequence_blend_mode, $maxlumframeblend1, $maxlumframeblend2, $extractgreenalpha, $ramptexture, $zoomanimateseq2, $addoverblend, $addself, $blendframes, $depthblend</code>, and <code>$inversedepthblend</code>.}}|since={{l4d}}}} | ||
{{MatParam|$muloutputbyalpha|bool|Multiply output RGB by output alpha to avoid precision problems.|since={{portal2}}}} | {{MatParam|$muloutputbyalpha|bool|Multiply output RGB by output alpha to avoid precision problems.|since={{portal2}}}} |
Revision as of 20:38, 21 October 2023
SpriteCard
It is for sprite cards that are used with Source's particle system. It supports the unusual animation frame storage of Source's particles (see Animated Particles).
Parameters
Distance and Size
$minsize
$maxsize
$minfadesize
$maxfadesize
$maxdistance
$farfadeinterval
Blending
$blendframes
$dualsequence
$sequence_blend_mode
$maxlumframeblend1
$zoomanimateseq2
$addoverblend
$addself
$addbasetexture2
Depth
$depthblend
$depthblendscale
$inversedepthblend
$scenedepth
Orientation
$orientation
$orientationmatrix
$aimatcamera
Appearance
$alpha
$translucent
$nocull
$overbrightfactor
$ramptexture
$mod2x
$opaque
$muloutputbyalpha
$intensity
Vertex Colors
[[$vertexcolor|$vertexcolor]]
[[$vertexalpha|$vertexalpha]]
$vertexcolorlerp
$lerpcolor1
$lerpcolor2
$vertexfogamount
Misc
$extractgreenalpha
$splinetype
$useinstancing
$alphatrailfade
$radiustrailfade
$shadowdepth
$cropfactor
$distancealpha
[[$distancealpha|$distancealpha]]
$softedges
$edgesoftnessstart
$edgesoftnessend
$outline
$outlinecolor
$outlinealpha
$outlinestart0
$outlinestart1
$outlineend0
$outlineend1
$perparticleoutline