VertexLitGeneric: Difference between revisions
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TomEdwards (talk | contribs) (supports Spy cloak effect everywhere! also something called $emissiveblend) |
TomEdwards (talk | contribs) (→Cloak) |
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=== Cloak === | === Cloak === | ||
VertexLitGeneric natively supports the Spy cloak effect from [[Team Fortress 2]]. | VertexLitGeneric natively supports the Spy cloak effect from [[Team Fortress 2]]. You will want to combine it with a sine wave [[Material Proxies|proxy]] for the full effect. | ||
; <code>$cloakpassenabled <[[bool]]></code> | ; <code>$cloakpassenabled <[[bool]]></code> | ||
: Enables cloaking. | : Enables cloaking effects. | ||
; <code>$cloakfactor <[[normal]]></code> | ; <code>$cloakfactor <[[normal]]></code> | ||
: 1 = fully visible, 0 = fully invisible. | : 1 = fully visible, 0 = fully invisible. |
Revision as of 11:04, 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. You will want to combine it with a sine wave proxy for the full effect.
$cloakpassenabled <bool>
- Enables cloaking effects.
$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).