LightmappedReflective: Difference between revisions
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Bug:Adding proxies to a lightmappedreflective causes the texture to not be drawn. (Could this be because it includes some default proxy in order for it to work, and once there is a user-defined proxy, those "behind the scenes" proxies are no longer there?) [todo tested in ?]
Bug:If there is a portal in the reflection in Portal 2 and Portal 2 branch games, it will cause the game to crash. Almost works in The Beginner Guide under the same conditions. [todo tested in ?]
Warning:Although this is functional in Portal 1, the reflection does not update when viewed through portals and portals will only update in the reflection if both of them are visible to you and to the func_reflective glass. Also, if the portals are rotated differently and viewed through the func_reflective_glass, the portals will display incorrectly.
Warning:$bumpmap is NOT supported! $normalmap must be used!
Line 35: | Line 35: | ||
=== Textures === | === Textures === | ||
{{Warning|[[$bumpmap]] is '''''NOT''''' supported! [[$normalmap]] must be used!}} | |||
{{MatParam|$basetexture|texture|Albedo texture, optional.}} | {{MatParam|$basetexture|texture|Albedo texture, optional.}} | ||
{{MatParam|$normalmap|texture|[[bump map]], per-pixel warping of the reflection}} | {{MatParam|$normalmap|texture|[[bump map]], per-pixel warping of the reflection}} |
Revision as of 18:42, 23 August 2023
LightmappedReflective
is the shader used by func_reflective_glass. This shader renders real-time reflection and refractions similar to Water (shader).
Warning:All parameters listed in the example (except $bumpframe, %tooltexture and $surfaceprop) must be included when used, or func_reflective_glass may not work properly. Counter-Strike:Global Offensive additionally requires $translucent.
Example
The example shown here is materials/glass/reflectiveglass001.vmt
"lightmappedreflective" { "%tooltexture" "dev/flat_normal" "$refracttexture" "_rt_WaterRefraction" "$refractamount" "0" "$refracttint" "[.5 .5 .6]" "$reflecttexture" "_rt_WaterReflection" "$reflectamount" "0" "$reflecttint" "[1 1 1]" "$fresnelpower" "0" "$minreflectivity" "0.8" "$maxreflectivity" "1.0" "$normalmap" "dev/flat_normal" "$surfaceprop" "glass" "$bumpframe" "0" }



Shader parameters
Textures

$basetexture
$normalmap
$bumpframe
$bumptransform
Reflection
$reflecttexture
$reflectamount
$reflecttint
$reflectance
$envmapmask
$minreflectivity
$maxreflectivity
Refraction
$refracttexture
$refractamount
$refracttint