EyeRefract: Difference between revisions
		
		
		
		
		
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 Bug:Although this shader has support for $emissiveblend, it is not fully implemented and does not work properly.  [todo tested in ?]
Bug:Although this shader has support for $emissiveblend, it is not fully implemented and does not work properly.  [todo tested in ?]
 Bug:The shader doesn't work in
Bug:The shader doesn't work in  Counter-Strike: Global Offensive, where eyes are always directed to the map's center. Standard models use static eyes.  [todo tested in ?]
 Counter-Strike: Global Offensive, where eyes are always directed to the map's center. Standard models use static eyes.  [todo tested in ?]  Confirm:is this just CS:GO, or is it all
 Confirm:is this just CS:GO, or is it all  CS:GO engine branch games?
 CS:GO engine branch games?
		
	
| m (Updated old entity format to {{this is a}}. This action was perfomed by a bot.) | m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.) | ||
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| [[File:Eyerefract.jpg|right|300px]] | [[File:Eyerefract.jpg|right|300px]] | ||
| {{For|about=the shader|the preceding shader|{{ent|Eyes}}|the [[QC]] property of {{ent|$model}}|[[Eyeball]]|the tool|[[qc_eyes]]}} | {{For|about=the shader|the preceding shader|{{ent|Eyes}}|the [[QC]] property of {{ent|$model}}|[[Eyeball]]|the tool|[[qc_eyes]]}} | ||
| {{this is a| | {{this is a|vertex shader|since=Source 2007|name=EyeRefract}} It is used to create realistic eyes, which are affected by map lighting and dynamic lighting, such as those from flashlights. This shader is a successor to the {{ent|Eyes}} shader from {{src04|2}}. | ||
| {{Bug|Although this shader has support for {{ent|$emissiveblend}}, it is not fully implemented and does not work properly.}} | {{Bug|Although this shader has support for {{ent|$emissiveblend}}, it is not fully implemented and does not work properly.}} | ||
| {{Bug|The shader doesn't work in {{csgo|4}}, where eyes are always directed to the map's center. Standard models use static eyes.}} {{confirm|is this just CS:GO, or is it all {{csgobranch|2}} games?}} | {{Bug|The shader doesn't work in {{csgo|4}}, where eyes are always directed to the map's center. Standard models use static eyes.}} {{confirm|is this just CS:GO, or is it all {{csgobranch|2}} games?}} | ||
Revision as of 18:30, 17 May 2024

 
This article is about the shader. For the preceding shader, see Eyes.   For the QC property of $model, see Eyeball./ For the tool, see qc_eyes.
EyeRefract  is a   Vertex shader  available in all  Source games since
 Source games since  Source 2007. It is used to create realistic eyes, which are affected by map lighting and dynamic lighting, such as those from flashlights. This shader is a successor to the Eyes shader from
 Source 2007. It is used to create realistic eyes, which are affected by map lighting and dynamic lighting, such as those from flashlights. This shader is a successor to the Eyes shader from  Source 2004.
 Source 2004.
 Bug:Although this shader has support for $emissiveblend, it is not fully implemented and does not work properly.  [todo tested in ?]
Bug:Although this shader has support for $emissiveblend, it is not fully implemented and does not work properly.  [todo tested in ?] Bug:The shader doesn't work in
Bug:The shader doesn't work in  Counter-Strike: Global Offensive, where eyes are always directed to the map's center. Standard models use static eyes.  [todo tested in ?]
 Counter-Strike: Global Offensive, where eyes are always directed to the map's center. Standard models use static eyes.  [todo tested in ?] Confirm:is this just CS:GO, or is it all
 Confirm:is this just CS:GO, or is it all  CS:GO engine branch games?
 CS:GO engine branch games?Shader Parameters
$iris
$irisframe
$corneatexture
$corneabumpstrength
$parallaxstrength
$dilation
$lightwarptexture
$envmap
$glossiness
$ambientoccltexture
$ambientocclcolor
$ambientocclusion
$halflambert
$raytracesphere
$spheretexkillcombo
$eyeballradius
Other Parameters
$eyeorigin
$irisu 
$irisv
$intro
$warpparam
$entityorigin
Todo: Include cloak parameters in here?
Todo: Can this shader be used outside of a model with qc eyes, by using proxies (or in SFM override materials) to modify these shader values?

























