VertexLitGeneric: Difference between revisions
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TomEdwards (talk | contribs) (supports Spy cloak effect everywhere! also something called $emissiveblend) |
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*<code>[[$phong]]</code> | *<code>[[$phong]]</code> | ||
*<code>[[$translucent]]</code> and <code>[[$alpha]]</code> | *<code>[[$translucent]]</code> and <code>[[$alpha]]</code> | ||
*<code>[[$emissiveblend]]</code> | |||
=== Cloak === | |||
VertexLitGeneric natively supports the Spy cloak effect from [[Team Fortress 2]]. | |||
; <code>$cloakpassenabled <[[bool]]></code> | |||
: Enables cloaking. | |||
; <code>$cloakfactor <[[normal]]></code> | |||
: 1 = fully visible, 0 = fully invisible. | |||
; <code>$cloakcolortint <[[RGB]] matrix></code> | |||
: Colours the refraction effect. Default is white. | |||
; <code>$refractamount <[[float]]></code> | |||
: How strong the refraction effect should be when the material is partially cloaked (default = 2). | |||
== See also == | == See also == |
Revision as of 11:00, 3 May 2010
VertexLitGeneric
is the shader most commonly used to render models.
Supported effects
Cloak
VertexLitGeneric natively supports the Spy cloak effect from Team Fortress 2.
$cloakpassenabled <bool>
- Enables cloaking.
$cloakfactor <normal>
- 1 = fully visible, 0 = fully invisible.
$cloakcolortint <RGB matrix>
- Colours the refraction effect. Default is white.
$refractamount <float>
- How strong the refraction effect should be when the material is partially cloaked (default = 2).