SpriteCard: Difference between revisions
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=== Depth === | === Depth === | ||
{{MatParam|$depthblend|bool|Enables soft | {{MatParam|$depthblend|bool|Enables [https://developer.download.nvidia.com/whitepapers/2007/SDK10/SoftParticles_hi.pdf soft particles] rendering. This uses the [[depth buffer]] to reduce the harsh edges otherwise seen when a particle sprite intersects 3D geometry. | ||
{{bug|Broken in {{bms|4}} since the very first mod release, this parametr doesn't work at all. This feature is restored since [https://steamcommunity.com/games/362890/announcements/detail/1715207569423590279 Xen Engine update].}} | |||
|dx9=1}} | |||
{{MatParam|$depthblendscale|float|<code>$depthblendscale</code> (default {{=}} 50) determines the extent to which the particles should be softened: low values soften less but lead to visible color banding along edges, while high values soften more but lead to very obvious opacity falloff. {{note|The depth blend effect is limited by the very short 128-unit range of the depth buffer. Beyond this distance, it has no effect. This may be different in games or mods with an increased depth buffer range, although precision may be an issue.}}|dx9=1}} | {{MatParam|$depthblendscale|float|<code>$depthblendscale</code> (default {{=}} 50) determines the extent to which the particles should be softened: low values soften less but lead to visible color banding along edges, while high values soften more but lead to very obvious opacity falloff. {{note|The depth blend effect is limited by the very short 128-unit range of the depth buffer. Beyond this distance, it has no effect. This may be different in games or mods with an increased depth buffer range, although precision may be an issue.}}|dx9=1}} | ||
{{MatParam|$inversedepthblend|bool|Calculate 1-depthblendalpha so that sprites appear when they are near geometry.|since={{l4d}}}} | {{MatParam|$inversedepthblend|bool|Calculate 1-depthblendalpha so that sprites appear when they are near geometry.|since={{l4d}}}} |
Revision as of 00:32, 11 May 2024
SpriteCard
is a Pixel shader available in all Source games since
Source 2007. It is for sprite cards that are used with Source's particle system. It supports the unusual animation frame storage of Source's particles (see Animated Particles).
Parameters
Distance and Size
$minsize
$maxsize
$minfadesize
$maxfadesize
$maxdistance
$farfadeinterval
Blending
$blendframes
$dualsequence
$sequence_blend_mode
$maxlumframeblend1
$zoomanimateseq2
$addoverblend
$addself
$addbasetexture2
Depth
$depthblend
$depthblendscale
$inversedepthblend
$scenedepth
Orientation
$orientation
$orientationmatrix
$aimatcamera
Appearance
$alpha
$translucent
$nocull
$overbrightfactor
$ramptexture
$mod2x
$opaque
$muloutputbyalpha
$intensity
Vertex Colors
$vertexcolor
$vertexalpha
$vertexcolorlerp
$lerpcolor1
$lerpcolor2
$vertexfogamount
Misc
$extractgreenalpha
$splinetype
$useinstancing
$alphatrailfade
$radiustrailfade
$shadowdepth
$cropfactor
$distancealpha
$distancealpha
$softedges
$edgesoftnessstart
$edgesoftnessend
$outline
$outlinecolor
$outlinealpha
$outlinestart0
$outlinestart1
$outlineend0
$outlineend1
$perparticleoutline