Teeth: Difference between revisions
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{{this is a|pixel shader|name=Teeth}} It is a shader for teeth that is used to dynamically adjust the brightness of the teeth based on how open the mouth is. | {{this is a|pixel shader|name=Teeth}} It is a shader for teeth that is used to dynamically adjust the brightness of the teeth based on how open the mouth is. | ||
:{{Note|This shader is likely obsolete, as Valve hasn't used it for any of their recent games. Instead, they include teeth on their facemaps, using the shader <code>[[VertexLitGeneric]].</code>}} | :{{Note|This shader is likely obsolete, as Valve hasn't used it for any of their recent games. Instead, they include teeth on their facemaps, using the shader <code>[[VertexLitGeneric]].</code>}} | ||
==Parameters== | ==Parameters== | ||
{{MatParam| | {{MatParam|$basetexture|texture|Texture for the teeth.}} | ||
{{MatParam| | {{MatParam|$halflambert|bool|Enables half-lambertian lighting. Default <code>1.</code>}} | ||
;<code>$clientshader "MouthShader"</code> | ;<code>$clientshader "MouthShader"</code> | ||
: {{Todo|What does this actually do?}} | : {{Todo|What does this actually do?}} | ||
{{MatParam|$illumfactor|float|Modifies the amount the teeth are brightened or darkened by. Default <code>1</code>.}} | {{MatParam|$illumfactor|float|Modifies the amount the teeth are brightened or darkened by. Default <code>1</code>.}} | ||
{{MatParam|$forward|vector|Forward direction vector for teeth lighting. Default <code>"[1 0 0]"</code>.}} | {{MatParam|$forward|vector|Forward direction vector for teeth lighting. Default <code>"[1 0 0]"</code>.}} | ||
{{MatParam| | {{MatParam|$bumpmap|texture|Bumpmap for the teeth. Enables phong specular, and uses the alpha channel of the bumpmap as a mask if present.|dx9=1}} | ||
{{MatParam | {{MatParam|$phongexponent|float|Exponent for the specular. Overrides the bumpmap's alpha mask if one is present. Default <code>100</code>.|dx9=1}} | ||
==Other parameters== | ==Other parameters== | ||
{{MatParam|$intro|bool|Teeth are used on a model in Episode 1's intro cutscene. Adds another shader pass.}} | {{MatParam|$intro|bool|Teeth are used on a model in Episode 1's intro cutscene. Adds another shader pass.}} | ||
{{MatParam|$warpparam|float|Requires <code>$intro 1</code>. How far into the warp animation we are.}} | {{MatParam|$warpparam|float|Requires <code>$intro 1</code>. How far into the warp animation we are.}} | ||
{{MatParam|$entityorigin|vector|Requires <code>$intro 1</code>. World-space location of the entity, required to correctly animate the warp.}} | {{MatParam|$entityorigin|vector|Requires <code>$intro 1</code>. World-space location of the entity, required to correctly animate the warp.}} |
Revision as of 09:05, 4 January 2025


Teeth
is a Pixel shader available in all Source games. It is a shader for teeth that is used to dynamically adjust the brightness of the teeth based on how open the mouth is.
Note:This shader is likely obsolete, as Valve hasn't used it for any of their recent games. Instead, they include teeth on their facemaps, using the shader
VertexLitGeneric.
Parameters
$clientshader "MouthShader"
- Todo: What does this actually do?
$illumfactor
$forward
$bumpmap
$phongexponent