$specmap texture: Difference between revisions
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Warning: This is pretty expensive shader for video cards, in large quantities may not cause optimization problems, but it will heat up your video card very much. Use wisely.
Fullbright glitch with
MyGamepedia (talk | contribs) (Created page with "{{langsp}} File:NewSpecular.png| thumb | right | 720px |New specular shader, example in <code>bs_c3m0d</code>. You can see how the floor reflects the red light source, the s...") |
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==Issues== | ==Issues== | ||
====World geometry doesn't with [[env_cascade_light]]==== | ====World geometry doesn't work with [[env_cascade_light]]==== | ||
Unlike models - speculars doesn't work with [[env_cascade_light]] for world geometry. | Unlike models - speculars doesn't work with [[env_cascade_light]] for world geometry. | ||
<gallery mode=packed heights=510px> | <gallery mode=packed heights=510px> | ||
File: WGDWECL.png | frame | An example. | File: WGDWECL.png | frame | An example. | ||
</gallery> | </gallery> | ||
====Fullbright glitch with <code>$specmap_mode</code>==== | ====Fullbright glitch with <code>$specmap_mode</code>==== | ||
If values are used in $specmap_mode that were not thought out for use - surface will get fullbright and you'll get message in the console: | If values are used in $specmap_mode that were not thought out for use - surface will get fullbright and you'll get message in the console: |
Revision as of 13:22, 13 January 2024


Template:Shaderparam This shader using for surfaces to give PBR style shiny speculars. For models this shader enables with phong shader automatically, for world geometry you're need to add some specific parameters to make it working. This shader work only with deferred rendering lighting entities which support and use SpecularMultiplier
parametr (in the game code or as kayvalue).

Todo: Add list of entities which support and use
SpecularMultiplier
parametr, for now known entities is NewLight_Point, NewLight_Spot and npc_zombie_hev.Parameters and Effects
$specmap_texture
$specularcolor
$specmap_mode
$speculargloss
Issues
World geometry doesn't work with env_cascade_light
Unlike models - speculars doesn't work with env_cascade_light for world geometry.
Fullbright glitch with $specmap_mode
If values are used in $specmap_mode that were not thought out for use - surface will get fullbright and you'll get message in the console:
See also
- $phong (for diffuse reflection)
- newLight_Point
- newLight_Spot
- NewLights_settings
- env_cascade_light
- light_environment
- Advanced Lighting
- Effect flags (dynamic light effects)
- BlackMesa XenEngine: Part 4 – Lighting & Shadows (page from Black Mesa developer about new lights)
- BlackMesa XenEngine: Part2 – How a Frame is Rendered (page from Black Mesa developer about how a frame rendered, include Godrays.)
- BlackMesa XenEngine: Part1 – Heavily Modified Source Engine (page from Black Mesa developer about Black Mesa engine, better known as Xenengine)
Todo: Fix some stuff. May better describe functions. Investigate and document some keyvalues and functions. Clean up english. Add more issues if you'll find.