$rimlight: Difference between revisions
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Note:Requires $phong to be set to 1. Phong shading is only available with VertexLitGeneric.
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== See also == | == See also == | ||
* [[$phong]] | |||
* [[Phong materials]] | * [[Phong materials]] | ||
* [[ | * [[Phong materials#Phong Fresnel ranges|Phong Fresnel ranges]] | ||
[[Category:List of Shader Parameters|R]] | [[Category:List of Shader Parameters|R]] | ||
[[Category:VMT Lighting]] | [[Category:VMT Lighting]] |
Revision as of 22:16, 12 August 2010
The $rimlight
VMT command adds a rim light to the model that appears to come indirectly from the environment. The color of the rim light is directly influenced by Ambient light.

VMT syntax
$rimlight <bool>
VertexLitGeneric { $phong 1 $bumpmap <texture> $phongexponent 5 // either/or $phongexponenttexture <texture> // either/or $phongboost 1.0 $phongfresnelranges "[0 0.5 1]" $rimlight 1 $rimlightexponent 2 $rimlightboost .2 }
Additional parameters
$rimexponent <int>
- Exponent for phong component of rim lighting. The rim exponent defines the "tightness" of the highlight. A higher exponent results in a smaller, tighter highlight while a lower exponent results in a broader flatter one.
$rimboost <int>
- Boost for ambient cube component of rim lighting.
$rimmask <texture>
- Todo: Needs documentation.