$selfillum: Difference between revisions
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; <code>$selfillum_envmapmask_alpha <[[bool]]></code> | ; <code>$selfillum_envmapmask_alpha <[[bool]]></code> | ||
: Has the material derive its self-illumination mask from the alpha channel of the <code>[[$envmapmask]]</code>. Requires DirectX 9. | : Has the material derive its self-illumination mask from the alpha channel of the <code>[[$envmapmask]]</code>. Requires DirectX 9. | ||
;<code>$selfillumtexture <texture></code> | |||
: Use a selfillum texture. | |||
[[Category:List of Shader Parameters|S]] | [[Category:List of Shader Parameters|S]] | ||
[[Category:VMT Lighting]] | [[Category:VMT Lighting]] | ||
Revision as of 18:04, 23 January 2009
The $selfillum VMT command makes a material glow in the dark. Shaders commonly support this effect.
The effect is masked by default by the alpha channel of $basetexture, but there are other options (see below). Wherever the mask is located, white areas are self-illuminated while black areas are not.
VMT syntax example
$selfillum <bool>
LightmappedGeneric { $basetexture props/tvscreen005a $selfillum 1 $surfaceprop glass }
Additional parameters
$selfillumtint <RGB matrix>- Adjusts the colour of the self-illumination effect. Default value is "[1 1 1]".
$selfillummask <texture>- A dedicated mask texture for the effect. Might not work in Ep1.
$selfillum_envmapmask_alpha <bool>- Has the material derive its self-illumination mask from the alpha channel of the
$envmapmask. Requires DirectX 9. $selfillumtexture <texture>- Use a selfillum texture.