$specmap texture: Difference between revisions
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{{MatParam|$normalmapalphaenvmapmask|bool|Use the alpha channel of the {{code|$bumpmap}} or {{code|$normalmap}} as a specular mask. {{code|$specmap_texture}} will be used as an additional mask or glossiness mask if {{code|$specmap_mode}} is set. This allows a blendable specular mask on {{code|LightmappedGeneric}}. | {{MatParam|$normalmapalphaenvmapmask|bool|Use the alpha channel of the {{code|$bumpmap}} or {{code|$normalmap}} as a specular mask. {{code|$specmap_texture}} will be used as an additional mask or glossiness mask if {{code|$specmap_mode}} is set. This allows a blendable specular mask on {{code|LightmappedGeneric}}. | ||
{{todo|Check to see if parameters such as {{code|$envmapmask}} or {{code|$basealphaenvmapmask}} and others affect new specular lights.}} | {{todo|Check to see if parameters such as {{code|$envmapmask}} or {{code|$basealphaenvmapmask}} and others affect new specular lights.}} | ||
}} | |||
{{MatParam|$fresnelreflection|float|If an [[$envmap]] is also defined, adds a fresnel effect to specularity. Operates the same as it does on [[$envmap]]. 0 is full effect, 1 is no fresnel. | |||
{{tip|Use a value of ~0.8 for metal, ~0.1 for everything else to adhere to PBR.}} | |||
}} | }} | ||
Revision as of 16:38, 21 July 2025


$specmap_texture
is a material shader parameter available in Black Mesa.
Shader used on surfaces to give them PBR style speculars. Works with VertexLitGeneric and LightmappedGeneric. This shader only works with deferred rendering lighting entities, which are using the SpecularMultiplier
parameter. Those entities are: 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, and player (flashlight).
Mainly used with LightmappedGeneric, because it is the only option for glossy effects on world geometry and brush models. VertexLitGeneric is mainly used with $phong instead, because $phong supports new lights, while this shader only supports baked lights and has a lot of parameters. The only exception to this is prop_static.





Parameters and Effects
$specmap_texture
$specularcolor
$specmap_mode
$speculargloss
$normalmapalphaenvmapmask
$fresnelreflection
Example VMT:
See also
- $moss_enable - moss shader.
- $pomscale - parallax occlusion mapping shader.
- Lightmapped_4WayBlend - 4 way blend shader.
- $halflambert_gbuffer_off - gbuffer's halflambert option.
- newLight_Dir - directional sun light with godrays only.
- NewLights_Spawner - spawner of deferred point lights.
- env_lensflare - cinematic dynamic lens flare.
- newLight_Spot - spot deferred light entity.
- newLights_settings - entity that changes deferred light settings.
- godrays_settings - entity that changes godrays settings.
- env_cascade_light - deferred cascade sun light entity.
- New Lights Editor - in game deferred lights editor.
- Effect flags - effects flags, some of them are dynamic light effects.
- BlackMesa XenEngine: Part 4 – Lighting & Shadows - page from Chetan (lead programmer for Black Mesa) about new lights.
- BlackMesa XenEngine: Part2 – How a Frame is Rendered - page from Chetan (lead programmer for Black Mesa) about how a frame is rendered.
- BlackMesa XenEngine: Part1 – Heavily Modified Source Engine page from Chetan (lead programmer for Black Mesa) about
Xengine.