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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>$SilhouetteThickness</code>). Furthermore this shader does solely support the vertexformat that [[model|studiomodels]] use.
It draws animated and scrolling refraction. It is able to smoothly fade out with alpha blending depending on its distance to the ground (per vertex; calculated with the [[Material|material]] parameters <code>$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.


== Parameters ==
== Parameters ==
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* <code>[[Water (shader)|Water]]</code>
* <code>[[Water (shader)|Water]]</code>


[[Category:Shaders]]
[[Category:Stubs]]




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Revision as of 09:37, 12 January 2024

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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.

Note.pngNote: you don't need to declare "CurrentTime" Proxie in cases where you don't need to relative modify time scale.
	"$time" "0.0"
	"$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 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


Stub

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