SpriteCard: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
 
($overbrightfactor (what does it do?))
Line 11: Line 11:
;$blendframes <[[bool]]>
;$blendframes <[[bool]]>
:By default animated textures blend between any given two animation frames to increase the apparent animation rate. In translucent materials this adds additional [[overdraw]] to the scene, however. Disabling frame blend will trade the animation smoothing for performance.
:By default animated textures blend between any given two animation frames to increase the apparent animation rate. In translucent materials this adds additional [[overdraw]] to the scene, however. Disabling frame blend will trade the animation smoothing for performance.
;$overbrightfactor <[[int]]?>
:Unknown. Perhaps a minimum light level?


[[Category:Shaders]]
[[Category:Shaders]]
[[Category:List of Shader Parameters]]
[[Category:List of Shader Parameters]]

Revision as of 10:57, 3 July 2008

The SpriteCard shader is for materials that will be used with Source's particle system. Alongside its underlying behaviour, it provides the following unique parameters:

$minsize <normal>
$maxsize <normal>
A minimum/maximum on-screen size for a particle. It will never go over/under the specified value.
Todo: What if it's in a rendertarget?
Tip.pngTip:$minsize is good for ensuring that effects like bloodspray are visible at a distance.
$minfadesize <normal>
$maxfadesize <normal>
Causes a particle to begin (min) and end (max) fading out based on its on-screen size. Both params are required.
Tip.pngTip:Good for controlling performance when walking through a cloud of large particles.
$blendframes <bool>
By default animated textures blend between any given two animation frames to increase the apparent animation rate. In translucent materials this adds additional overdraw to the scene, however. Disabling frame blend will trade the animation smoothing for performance.
$overbrightfactor <int?>
Unknown. Perhaps a minimum light level?