$rimlight: Difference between revisions

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{{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|$phong}}
* {{ent|$phong}}
* [[Phong materials]]
* [[Phong materials]]

Revision as of 00:54, 6 January 2024

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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 and behave closer to $phongfresnelranges Z component.

Note.pngNote:Requires $phong to be set to 1.
Todo: Explain similarities and differences of Phong Fresnel ranges.
Warning.pngWarning:Left 4 Dead seriesLeft 4 Dead series Features no visible effect. however, you can increase $phongfresnelranges Z vector to archive a closer effect.

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