EyeRefract: Difference between revisions
		
		
		
		
		
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 Bug:Although this shader has support for $emissiveblend, it is not fully implemented and does not work properly.  [todo tested in ?]
Bug:Although this shader has support for $emissiveblend, it is not fully implemented and does not work properly.  [todo tested in ?]
 Bug:The shader doesn't work in
Bug:The shader doesn't work in  Counter-Strike: Global Offensive, where eyes are always directed to the map's center. Standard models use static eyes.  [todo tested in ?]
 Counter-Strike: Global Offensive, where eyes are always directed to the map's center. Standard models use static eyes.  [todo tested in ?]  Confirm:is this just CS:GO, or is it all
 Confirm:is this just CS:GO, or is it all  CS:GO engine branch games?
 CS:GO engine branch games?
 Bug:On Source 2013, it's been observed to cause issues when used in scenes with expensive water, causing flickering and tears or disappearing of the water itself. It is advised to stick to the more stable
Bug:On Source 2013, it's been observed to cause issues when used in scenes with expensive water, causing flickering and tears or disappearing of the water itself. It is advised to stick to the more stable 
		
	
| m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.) |  (Added another bug, from both personal and collective experience with this shader. Reworded part on lighting, as Eyes can do those things too) | ||
| Line 2: | Line 2: | ||
| [[File:Eyerefract.jpg|right|300px]] | [[File:Eyerefract.jpg|right|300px]] | ||
| {{For|about=the shader|the preceding shader|{{ent|Eyes}}|the [[QC]] property of {{ent|$model}}|[[Eyeball]]|the tool|[[qc_eyes]]}} | {{For|about=the shader|the preceding shader|{{ent|Eyes}}|the [[QC]] property of {{ent|$model}}|[[Eyeball]]|the tool|[[qc_eyes]]}} | ||
| {{this is a|vertex shader|since=Source 2007|name=EyeRefract}}  | {{this is a|vertex shader|since=Source 2007|name=EyeRefract}} This shader is a successor to the {{ent|Eyes}} shader from {{src04|1}}. Like it, {{code|EyeRefract}} is used to create life-like eyes, with more realistic shading, cornea parallax, and a wider set of supported effects than {{code|Eyes}}.   | ||
| {{Bug|Although this shader has support for {{ent|$emissiveblend}}, it is not fully implemented and does not work properly.}} | {{Bug|Although this shader has support for {{ent|$emissiveblend}}, it is not fully implemented and does not work properly.}} | ||
| {{Bug|The shader doesn't work in {{csgo| | {{Bug|The shader doesn't work in {{csgo|2.bold}}, where eyes are always directed to the map's center. Standard models use static eyes.}} {{confirm|is this just CS:GO, or is it all {{csgobranch|2}} games?}} | ||
| {{Bug|On {{src13|3.1}}, it's been observed to cause issues when used in scenes with [[expensive]] [[water]], causing flickering and tears or disappearing of the water itself. It is advised to stick to the more stable {{code|Eyes}} shader, unless you're sure you can avoid these issues.}} | |||
| == Shader Parameters == | == Shader Parameters == | ||
| {{MatParam|$iris|texture|The texture for the iris. The alpha channel controls the noisiness of the cornea.}} | {{MatParam|$iris|texture|The texture for the iris. The alpha channel controls the noisiness of the cornea.}} | ||
Revision as of 13:16, 20 July 2024

 
This article is about the shader. For the preceding shader, see Eyes.   For the QC property of $model, see Eyeball./ For the tool, see qc_eyes.
EyeRefract  is a   Vertex shader  available in all  Source games since
 Source games since  Source 2007. This shader is a successor to the Eyes shader from Source 2004. Like it,
 Source 2007. This shader is a successor to the Eyes shader from Source 2004. Like it, EyeRefract is used to create life-like eyes, with more realistic shading, cornea parallax, and a wider set of supported effects than Eyes. 
 Bug:Although this shader has support for $emissiveblend, it is not fully implemented and does not work properly.  [todo tested in ?]
Bug:Although this shader has support for $emissiveblend, it is not fully implemented and does not work properly.  [todo tested in ?] Bug:The shader doesn't work in
Bug:The shader doesn't work in  Counter-Strike: Global Offensive, where eyes are always directed to the map's center. Standard models use static eyes.  [todo tested in ?]
 Counter-Strike: Global Offensive, where eyes are always directed to the map's center. Standard models use static eyes.  [todo tested in ?] Confirm:is this just CS:GO, or is it all
 Confirm:is this just CS:GO, or is it all  CS:GO engine branch games?
 CS:GO engine branch games? Bug:On Source 2013, it's been observed to cause issues when used in scenes with expensive water, causing flickering and tears or disappearing of the water itself. It is advised to stick to the more stable
Bug:On Source 2013, it's been observed to cause issues when used in scenes with expensive water, causing flickering and tears or disappearing of the water itself. It is advised to stick to the more stable Eyes shader, unless you're sure you can avoid these issues.  [todo tested in ?]Shader Parameters
$iris
$irisframe
$corneatexture
$corneabumpstrength
$parallaxstrength
$dilation
$lightwarptexture
$envmap
$glossiness
$ambientoccltexture
$ambientocclcolor
$ambientocclusion
$halflambert
$raytracesphere
$spheretexkillcombo
$eyeballradius
Other Parameters
$eyeorigin
$irisu 
$irisv
$intro
$warpparam
$entityorigin
Todo: Include cloak parameters in here?
Todo: Can this shader be used outside of a model with qc eyes, by using proxies (or in SFM override materials) to modify these shader values?

























