$specmap texture: Difference between revisions
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Confirm:Is this full list ?
Warning: This shader is pretty expensive for GPU. May not cause FPS drops, but it will heat up your GPU very much. Use wisely.
Bug:Doesn't work with VertexLitGeneric if $phong is enabled.
Bug:If alpha tested material has a specular, and beneath it, there is also a material with the same shader, and in combination with new lights or a flashlight, this all will cause artifacts appear. This occurred after Crowbar Collective fixed the outline artifacts for alpha tested materials. Example (use full screen mode to watch).
Note:env_cascade_light doesn't work with this shader (at least on bmodels and world geometry ).
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{{expand|title=Examples.| | {{expand|title=Examples.| | ||
<br> | <br> | ||
<gallery mode=packed heights= | <gallery mode=packed heights=290px> | ||
File:1 1 1=.jpg|$specularcolor - 1 1 1. | File:1 1 1=.jpg|$specularcolor - 1 1 1. | ||
File:1 0 0=.jpg|$specularcolor - 1 0 0. | File:1 0 0=.jpg|$specularcolor - 1 0 0. | ||
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{{expand|title=Examples.| | {{expand|title=Examples.| | ||
<br> | <br> | ||
<gallery mode=packed heights= | <gallery mode=packed heights=290px> | ||
File:mode 0=.jpg|$specmap_mode - 0. Seems to ignore $specmap_texture. | File:mode 0=.jpg|$specmap_mode - 0. Seems to ignore $specmap_texture. | ||
File:mode 1=.jpg|$specmap_mode - 1. Seems to use $specmap_texture as glossiness map. | File:mode 1=.jpg|$specmap_mode - 1. Seems to use $specmap_texture as glossiness map. | ||
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{{expand|title=Examples of $specmap_mode - 0.| | {{expand|title=Examples of $specmap_mode - 0.| | ||
<br> | <br> | ||
<gallery mode=packed heights= | <gallery mode=packed heights=290px> | ||
File:mode 0 10=.jpg|$specmap_mode - 0. $speculargloss - 10 | File:mode 0 10=.jpg|$specmap_mode - 0. $speculargloss - 10 | ||
File:mode 0 100=.jpg|$specmap_mode - 0. $speculargloss - 100 | File:mode 0 100=.jpg|$specmap_mode - 0. $speculargloss - 100 | ||
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{{expand|title=Examples of $specmap_mode - 1.| | {{expand|title=Examples of $specmap_mode - 1.| | ||
<br> | <br> | ||
<gallery mode=packed heights= | <gallery mode=packed heights=290px> | ||
File:mode 1 10=.jpg|$specmap_mode - 1. $speculargloss - 10 | File:mode 1 10=.jpg|$specmap_mode - 1. $speculargloss - 10 | ||
File:mode 1 100=.jpg|$specmap_mode - 1. $speculargloss - 100 | File:mode 1 100=.jpg|$specmap_mode - 1. $speculargloss - 100 | ||
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{{expand|title=Examples of $specmap_mode - 2.| | {{expand|title=Examples of $specmap_mode - 2.| | ||
<br> | <br> | ||
<gallery mode=packed heights= | <gallery mode=packed heights=290px> | ||
File:mode 2 10=.jpg|$specmap_mode - 2. $speculargloss - 10 | File:mode 2 10=.jpg|$specmap_mode - 2. $speculargloss - 10 | ||
File:Mode_2=.jpg|$specmap_mode - 2. $speculargloss - 100 | File:Mode_2=.jpg|$specmap_mode - 2. $speculargloss - 100 |
Revision as of 13:09, 5 January 2025



This article or section needs to be cleaned up to conform to a higher standard of quality because:
grammar
For help, see the VDC Editing Help and Wikipedia cleanup process. Also, remember to check for any notes left by the tagger at this article's talk page.$specmap_texture
is a material shader parameter available in Black Mesa.
This shader is used for surfaces to give PBR style shiny speculars. Works with VertexLitGeneric and LightmappedGeneric. This shader work only with deferred rendering lighting entities which support and use SpecularMultiplier
parametr (in the game code or as kayvalue), the entities is: NewLight_Point, NewLight_Spot, npc_zombie_hev (flashlight), prop_barrel_cactus, prop_barrel_cactus_semilarge, prop_barrel_interloper, prop_barrel_interloper_small, env_cascade_light, bmortar, npc_plantlight, npc_plantlight_stalker, player (flashlight).





Parameters and Effects
$specmap_texture
$specularcolor
$specmap_mode
$speculargloss
$normalmapalphaenvmapmask
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)