PBR (Strata shader): Difference between revisions
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| {{langsp}}It uses many different texture maps to create a more accurate simulation of light. {{Strata|2}} uses a modified version of [[Adding PBR to your mod|Thexa4's PBR shader]], which is capable of rendering lightmaps on brushes. | {{langsp}}It uses many different texture maps to create a more accurate simulation of light. {{Strata|2}} uses a modified version of [[Adding PBR to your mod|Thexa4's PBR shader]], which is capable of rendering lightmaps on brushes. It can be used on both brushes ''and'' models. | ||
| {{note|Similar unrelated PBR-based shaders are also used in {{tfbranch|4.1}} and {{Source2|4.1}}.}} | {{note|Similar unrelated PBR-based shaders are also used in {{tfbranch|4.1}} and {{Source2|4.1}}.}} | ||
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| {{MatParam|$parallaxcenter|float|Defines the center of the parallax map. Essentially how deep the highest point is. This is often used to make the parallax mapping flush with a wall or floor, as if it is not flush it can visually extend past the floor, which can be very distracting. 0.5 is a good starting point.}} | {{MatParam|$parallaxcenter|float|Defines the center of the parallax map. Essentially how deep the highest point is. This is often used to make the parallax mapping flush with a wall or floor, as if it is not flush it can visually extend past the floor, which can be very distracting. 0.5 is a good starting point.}} | ||
| {{MatParam|$blendtintbymraoalpha|bool|Blend tint by the alpha channel in MRAO texture. Similar to $blendtintbybasealpha for [[VertexLitGeneric|VLG]]}} | {{MatParam|$blendtintbymraoalpha|bool|Blend tint by the alpha channel in MRAO texture. Similar to $blendtintbybasealpha for [[VertexLitGeneric|VLG]]}} | ||
| {{MatParam|$model|bool|Enables its use on models. ''Must'' be set to work on models.}} | |||
| ==={{p2ce}}Paint=== | ==={{p2ce}}Paint=== | ||
| {{MatParam|$paintsplatnormalmap|texture|The paint splat normal map to use when paint is enabled on the surface}} | {{MatParam|$paintsplatnormalmap|texture|The paint splat normal map to use when paint is enabled on the surface}} | ||
Revision as of 09:28, 19 March 2024
It uses many different texture maps to create a more accurate simulation of light.  Strata Source uses a modified version of Thexa4's PBR shader, which is capable of rendering lightmaps on brushes. It can be used on both brushes and models.
 Strata Source uses a modified version of Thexa4's PBR shader, which is capable of rendering lightmaps on brushes. It can be used on both brushes and models.
 Note:Similar unrelated PBR-based shaders are also used in
Note:Similar unrelated PBR-based shaders are also used in  Titanfall branch and
 Titanfall branch and  Source 2.
 Source 2.Supported Parameters
Basics
Appearance
$basetexturetransform
$color
$color2
$frame
$frame2
$srgbtint
Flashlight
$flashlighttexture
$flashlighttextureframe
PBR
$mraotexture
$mraoframe
$mraotexture2
$mraoframe2
$parallax
$mraoscale
$mraoscale2
$parallaxdepth
$parallaxcenter
$blendtintbymraoalpha
$model
 Paint
Paint
$paintsplatnormalmap
$paintsplatbubblelayout
$paintsplatbubble
$paintenvmap
Lighting
$bumpmap
$bumbframe
$bumpmap2
$bumpframe2
$normaltexture
$emissiontexture
$emissionframe
$emissiontexture2
$emissionframe2
$emissionscale
$emissionscale2
$hsv
$hsv_blend
Reflection
$envmap
$envmapparallax
$envmapframe
$envmaporigin
$bdrf_integration

























