EyeRefract: Difference between revisions
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Bug:Although this shader has support for $emissiveblend, it is not fully implemented and does not work properly. [todo tested in ?]
Bug:The shader doesn't work in
Counter-Strike: Global Offensive, where eyes are always directed to the map's center. Standard models use static eyes. [todo tested in ?]
Confirm:is this just CS:GO, or is it all
CS:GO engine branch games?
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[[File:Eyerefract.jpg|right|300px]] | [[File:Eyerefract.jpg|right|300px]] | ||
{{For|about=the shader|the preceding shader|{{ent|Eyes}}|the [[QC]] property of {{ent|$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 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.





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?