Core (shader): Difference between revisions
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Note:In order for this shader to work properly, it must be used with a
Note:This shader does not exist in engine branches after the Orange Box.
Thunder4ik (talk | contribs) m (→top: Unicodifying, replaced: [[Image: → [[File:) |
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==Shader Parameters== | ==Shader Parameters== | ||
{{MatParam|$corecolortexture|texture|The texture to use for the colors that get dynamically modified by the shader. The alpha channel of the <code>$corecolortexture</code> determines the translucency of the core.}} | {{MatParam|$corecolortexture|texture|The texture to use for the colors that get dynamically modified by the shader. The alpha channel of the <code>$corecolortexture</code> determines the translucency of the core.}} | ||
{{MatParam|$corecolortextureframe| | {{MatParam|$corecolortextureframe|integer|The frame to start an animated <code>$corecolortexture</code> on.}} | ||
{{MatParam|$normalmap|texture}} | {{MatParam|$normalmap|texture}} | ||
{{MatParam|$dudvmap|texture|The pattern of refraction is defined by a normal map (DX9+) or DUDV map (DX8-). May be animated.|dx8=1}} | {{MatParam|$dudvmap|texture|The pattern of refraction is defined by a normal map (DX9+) or DUDV map (DX8-). May be animated.|dx8=1}} | ||
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{{MatParam|$bumptransform|matrix|Transforms the bump map texture. | {{MatParam|$bumptransform|matrix|Transforms the bump map texture. | ||
{{VMT UVtransform}}}} | {{VMT UVtransform}}}} | ||
{{MatParam| | {{MatParam|$envmap|texture|Adds a cubemap reflection on top of the refraction. | ||
: {{note|Specular reflections for this shader will be drawn even if <code>mat_specular</code> is set to 0.}}}} | : {{note|Specular reflections for this shader will be drawn even if <code>mat_specular</code> is set to 0.}}}} | ||
{{MatParam|$envmapframe|int|The frame to start an animated cubemap on.}} | {{MatParam|$envmapframe|int|The frame to start an animated cubemap on.}} | ||
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{{MatParam|$refractamount|float|Controls the strength of the refraction by multiplying the normal map intensity.}} | {{MatParam|$refractamount|float|Controls the strength of the refraction by multiplying the normal map intensity.}} | ||
{{MatParam|$refracttint|RGB matrix|Tints the color of the refraction.}} | {{MatParam|$refracttint|RGB matrix|Tints the color of the refraction.}} | ||
{{MatParam | {{MatParam|$flowmap|texture|Flowmap to scroll the normal map, which affects the refraction.}} | ||
{{MatParam|$flowmapframe|int|The frame to start an animated flowmap on.}} | {{MatParam|$flowmapframe|int|The frame to start an animated flowmap on.}} | ||
{{MatParam|$flowmapscrollrate|vector2|The rate at which the normal map scrolls along the flowmap.}} | {{MatParam|$flowmapscrollrate|vector2|The rate at which the normal map scrolls along the flowmap.}} | ||
Revision as of 08:38, 9 July 2024
Core is a Pixel shader available in all
Source games since
Half-Life 2: Episode One. It is used to create a unstable, reflecting and refracting core of energy, used exclusively for the Core reactor in the Citadel in Episode One.
prop_coreball at the position of (2688,12139,5170). This value is hardcoded into the shader.Shader Parameters
$corecolortexture
$corecolortextureframe
$normalmap
$dudvmap
$bumpframe
$bumptransform
$envmap
$envmapframe
$envmaptint
$envmapcontrast
$envmapsaturation
$refractamount
$refracttint
$flowmap
$flowmapframe
$flowmapscrollrate
$flowmaptexcoordoffset
Example
The Core material used in Episode One, materials/models/props_combine/core_sheet.vmt
"Core"
{
"$normalmap" "Models/props_combine/core_normal"
"$dudvmap" "Models/props_combine/core_dudv"
"$corecolortexture" "models/props_combine/corewarpcolor"
"$flowmap" "models/props_combine/core_flow"
"$model" 1
"$REFRACTAmOUNT" "0.15"
"$FLOWMAPSCROLLRATE" "[.0475 .133]"
// "$envmap" "CustomCubeMaps/core"
"$envmap" "env_cubemap"
"$refracttint" "[0.7 0.7 0.6]"
"$envmaptint" "[0.8 0.6 0.6]"
"$FLOWMAPTEXCOORDOFFSET" "1.0"
"$TempMin" 0
"$TempMax" 1
"core_dx70"
{
"$fallbackmaterial" "models/props_combine/coredx70"
}
"core_dx80"
{
"$normalmap" "dev/water_normal"
"$dudvmap" "dev/water_dudv"
"$bumptransform" "center .5 .5 scale 5 5 rotate 0 translate 0 0"
"$envmapcontrast" "1.0"
}
"Proxies"
{
"Sine"
{
"resultVar" "$FLOWMAPTEXCOORDOFFSET"
"sineperiod" 4
"sinemin" "$TempMin"
"sinemax" "$TempMax"
}
"AnimatedTexture"
{
"animatedtexturevar" "$normalmap"
"animatedtextureframenumvar" "$bumpframe"
"animatedtextureframerate" 29.00
}
}
}