Category talk:Shader parameters: Difference between revisions
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Why are these all here on the talk page tho?? --[[User:Craziestdan|Craziestdan]] 09:34, 2 Jan 2009 (PST) | Why are these all here on the talk page tho?? --[[User:Craziestdan|Craziestdan]] 09:34, 2 Jan 2009 (PST) | ||
:It wouldn't do to spam up the main page with all this until it can be described and sorted. --[[user:TomEdwards|TomEdwards]] 14:45, 2 Jan 2009 (PST) | :It wouldn't do to spam up the main page with all this until it can be described and sorted. --[[user:TomEdwards|TomEdwards]] 14:45, 2 Jan 2009 (PST) | ||
::Gotcha ;) --[[User:Craziestdan|Craziestdan]] 15:27, 2 Jan 2009 (PST) | |||
==List of Shader Parameters from HL2world.com== | ==List of Shader Parameters from HL2world.com== | ||
retrieved[http://www.hl2world.com/wiki/index.php/Shader_Parameters] April 2008 (last updated July 2006 [http://creativecommons.org/licenses/by-nc-nd/2.0/ by-nc-nd]) | retrieved[http://www.hl2world.com/wiki/index.php/Shader_Parameters] April 2008 (last updated July 2006 [http://creativecommons.org/licenses/by-nc-nd/2.0/ by-nc-nd]) |
Revision as of 16:27, 2 January 2009
Why are these all here on the talk page tho?? --Craziestdan 09:34, 2 Jan 2009 (PST)
- It wouldn't do to spam up the main page with all this until it can be described and sorted. --TomEdwards 14:45, 2 Jan 2009 (PST)
- Gotcha ;) --Craziestdan 15:27, 2 Jan 2009 (PST)
List of Shader Parameters from HL2world.com
retrieved[1] April 2008 (last updated July 2006 by-nc-nd)
- $2basetexture
- $a_b_halfwidth
- $a_b_noise
- $a_s_halfwidth
- $a_s_noise
- $a_t_halfwidth
- $a_threshold
- $abstmp
- $additive
- $alpha
- $alpha_bias
- $alphatest
- $animatedtextureframenumvar
- $animatedtextureframerate
- $animatedtexturevar
- $basetexture
- $basetexture2
- $basetextureoffset
- $basetexturescale
- $basetexturetransform
- $basetexturetransform2
- $bluramount
- $blurtexture
- $bottommaterial
- $brightness
- $bumpbasetexture2withbumpmap
- $bumpframe
- $bumpmap
- $bumpoffset
- $bumpscale
- $bumptransform
- $cheapwaterenddistance
- $cheapwaterstartdistance
- $clientshader
- $cloudalphatexture
- $cloudscale
- $color
- $comparez
- $crackmaterial
- $decalfadeduration
- $decalfadetime
- $decalscale
- $decalsecondpass
- $detail
- $detail2
- $detailframe
- $detailscale
- $detailscale2
- $dudvframe
- $dudvmap //a type of texture map used on a refration shader, use nvidia plugin for pshop to create
- $dummyvar
- $env_cubemap //sets certain properties to use ingame cubemaps eg. $envmap env_cubemap]]
- $envcontrast
- $envmap
- $envmapcontrast
- $envmapframe
- $envmapmask
- $envmapmaskframe
- $envmapmaskscale
- $envmapmasktransform
- $envmapsaturation
- $envmaptint
- $eyeorigin
- $eyeup
- $fadeoutonsilhouette
- $falloffamount
- $falloffdistance
- $falloffoffset
- $fbtexture
- $fixedfunction
- $flags
- $flags_defined
- $flags_defined2
- $flags2
- $fogcolor
- $fogenable
- $fogend
- $fogstart
- $forcecheap
- $forceexpensive
- $forward
- $frame
- $frame2
- $frametexture
- $fresnelreflection
- $glassenvmap
- $glassenvmaptint
- $glint
- $glintu
- $glintv
- $gradienttexture
- $halfwidth
- $hasselfillum
- $ignorevertexcolors
- $illumfactor
- $iris
- $irisframe
- $irisu
- $irisv
- $j_b_halfwidth
- $j_b_noise
- $j_basescale
- $j_s_halfwidth
- $j_s_noise
- $j_t_halfwidth
- $j_threshold
- $leakamount
- $leakcolor
- $leakforce
- $leaknoise
- $lights
- $maskscale
- $maxlight
- $mean
- $micros
- $micros_frame
- $micros_transform
- $minlight
- $mod2x
- $modelmaterial
- $multiply
- $multiplyby_max_hdr_overbright
- $multiplybyalpha
- $multiplybycolor
- multipass 1 //in glasswindowbreak070a : guess that it allows decals or multiple textures to overlay on it.
- $nocompress
- $nocull
- $noisechoice
- $normal
- $normalmap
- $normalmapenvmask
- $noscale
- $one
- $passcount
- $polyoffset
- $pulserate
- $reflectamount
- $reflectentities
- $reflecttexture
- $reflecttint
- $refractamount //change how much the shader refracts. Decimal value
- $refractionamount
- $refracttexture
- $refracttint //change the hue of the refration
- $refracttinttexture //use a texture map to change the hue of the refraction
- $refracttinttextureframe
- $scale
- $selfillumtexture
- $selfillumtextureframe
- $selfillumtint
- $shaderprop
- $spriteframe
- $spriteorientation
- $spriteorigin
- $spriterendermode
- $subdivsize
- $surfaceprop
- $surfaceprop2
- $temp
- $temp1
- $temp2
- $tempvec
- $tex2offset
- $tex2scale
- $texoffset
- $texscale
- $texture2
- $texture2scale
- $texture2transform
- $time
- $tooltexture
- $translucent
- $translucent_material //best guess is, use a grayscale image instead of $basetexture for transp.
- $translucentgoo
- $unlitfactor
- $usebumpmap
- $usingpixelshader
- $waterdepth
- $wave
- $wetbrightnessfactor
- $writeZ
- $xo_b_halfwidth
- $xo_b_noise
- $xo_s_halfwidth
- $xo_s_noise
- $xo_t_halfwidth
- $xo_threshold
- $zero
Compile Parameters from HL2world.com
- "%compileclip" 1
- "%compiledetail" 1
- "%compilefog" 1
- "%compilehint" 1
- "%compileladder" 1
- "%compilenodraw" 1
- "%compilenonsolid" 1
- "%compilenpcclip" 1
- "%compileorigin" 1
- "%compilepassbullets" 1
- "%compileplayercontrolclip" 1
- "%compileskip" 1
- "%compilesky" 1
- "%compiletrigger" 1
- "%compilewater" 1
- "%compilewet" 1
- "%detailtype" //there's a wiki format issue with using "%detail" string as a link ^^
- "%keywords" "c17downtown,c17industrial"
- "%notooltexture" "dev/water_normal"
- "%tooltexture" "dev/water_normal"
Left 4 Dead params
- VertexLitGeneric
- $shinyblood
- $shinybloodexponent
- $allowdiffusemodulation
- $ambientocclusion
- $shaderSrgbRead360
- $color2
- $basemapluminancephongmask
- $basemapalphaphongmask
- $allowalphatocoverage (related to $distancealpha?)
- $blendtintbybasealpha
- $compress ("Wrinkle map")
- $stretch ("Wrinkle map")
GPU>=2?$phong
(SLI test before param is used?)- EyeRefract
- $AmbientOcclTexture // Ambient occlusion in RGB, A unused
- $RaytraceSphere // Default 1 - Enables raytracing in the pixel shader to make the eyeball look round (ps.2.0b and later)
- $SphereTexkillCombo // Default 1 - Enables killing pixels that don't ray-intersect the sphere (ps.2.0b and later)
- $CorneaTexture // Special texture that has 2D cornea normal in RG and other data in BA
- $CorneaBumpStrength
- $ParallaxStrength
TF2 params
// Rim lighting parameters $rimlight 1 // To enable rim lighting (requires phong) $rimlightexponent 4 // Exponent for phong component of rim lighting $rimlightboost 2 // Boost for ambient cube component of rim lighting $rimmask 1 // Use the alpha channel of the $phongexponenttexture as a rim mask. $glossiness 0.5 // Default 1.0 (attenuates reflections..making the irises seem darker)