$rimlight: Difference between revisions
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Note:Requires $phong to be set to 1.
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Thunder4ik (talk | contribs) m (→See also: clean up, replaced: See Also → See also) |
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{{MatParam|$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 [[$phong#Colors|Phong]] for more.}} | ||
== See | == See also == | ||
* {{ent|$phong}} | * {{ent|$phong}} | ||
* [[Phong materials]] | * [[Phong materials]] |
Revision as of 00:54, 6 January 2024
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.

- Todo: Explain similarities and differences of Phong Fresnel ranges.
Warning:
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