Aftershock: Difference between revisions
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{{this is a|pixel shader|name=Aftershock|since=Source 2007}} It draws animated and scrolling refraction. It is able to smoothly fade out with alpha blending depending on its distance to the ground (per vertex; calculated with the [[Material|material]] parameters <code>$GroundMin</code> and <code>$GroundMax</code>) and the dot product of the per vertex geometry normal and world view vector (scaled by <code>$SilhouetteThickness</code>). Furthermore this shader does solely support the vertexformat that [[model|studiomodels]] use. | {{this is a|pixel shader|name=Aftershock|since=Source 2007}} It draws animated and scrolling refraction. It is able to smoothly fade out with alpha blending depending on its distance to the ground (per vertex; calculated with the [[Material|material]] parameters <code>$GroundMin</code> and <code>$GroundMax</code>) and the dot product of the per vertex geometry normal and world view vector (scaled by <code>$SilhouetteThickness</code>). Furthermore this shader does solely support the vertexformat that [[model|studiomodels]] use. | ||
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== See | == See also == | ||
* {{ent|Refract}} | * {{ent|Refract}} | ||
* <code>[[Water (shader)|Water]]</code> | * <code>[[Water (shader)|Water]]</code> | ||
[[Category:Shaders]] | |||
[[Category:Stubs]] | |||
{{stub}} |
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Aftershock
is a Pixel shader available in all Source games since
Source 2007. It draws animated and scrolling refraction. It is able to smoothly fade out with alpha blending depending on its distance to the ground (per vertex; calculated with the material parameters
$GroundMin
and $GroundMax
) and the dot product of the per vertex geometry normal and world view vector (scaled by $SilhouetteThickness
). Furthermore this shader does solely support the vertexformat that studiomodels use.
Parameters
$normalmap
$bumpframe
$bumptransform
$refractamount
$colortint
$bluramount
$groundmin
$groundmax
$silhouettecolor
$silhouettethickness
Time Proxy
For any reason, you may want to modulate time by scale it. The below material proxy is a simple sample to work properly.

"$time" "0.0"
"$CurrentTime" "0.0" // declare a custom VMT Parameter to "CurrentTime" Proxie output
"$timeMult" "0.5" // declare a custom VMT Parameter to use at "Multiply" Proxie
"Proxies"
{
"CurrentTime"
{
// It pass CurrentTime Proxie to "$CurrentTime" variable to scale materials effects such $emissiveblendscrollvector.
"resultVar" "$CurrentTime"
}
"Multiply"
{
"srcVar1" "$CurrentTime" // get $CurrentTime VMT parameter to multiply with srcVar2
"srcVar2" "$timeMult" // get $timeMult VMT parameter to multiply with srcVar1
"resultVar" "$time" // writes multiplication product into $time, scaling "CurrentTime"
}
}
Example
The only known material using this shader, found in Half-Life 2: Episode Two,
materials/models/props_combine/sphere.vmt
"Aftershock" { "<dx90" { "$fallbackmaterial" "models\props_combine\sphere_dx8" } "$normalmap" "models/props_combine/aftershock-normal" "$refractamount" "0.02" "$colortint" "[1.0 1.3 1.6]" "$SilhouetteThickness" "0.2" "$SilhouetteColor" "[0.3 0.3 0.5]" "$GroundMin" "-0.3" "$GroundMax" "-0.1" "$BlurAmount" "0.01" "$time" "0.0" "Proxies" { "CurrentTime" { "resultVar" "$time" } } }
See also