$rimlight: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
mNo edit summary
Line 4: Line 4:


{{note|Requires [[$phong]] to be set to 1.  Phong shading is only available with [[VertexLitGeneric]].}}
{{note|Requires [[$phong]] to be set to 1.  Phong shading is only available with [[VertexLitGeneric]].}}
{{TODO|Explain similarities and differences of [[Phong materials#Phong Fresnel ranges|Phong Fresnel ranges]]}}


==VMT syntax==
==VMT syntax==

Revision as of 01:06, 13 August 2010

Example of rim lighting in use on the TF2 Heavy.

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.

Note.pngNote:Requires $phong to be set to 1. Phong shading is only available with VertexLitGeneric.
Todo: Explain similarities and differences of Phong Fresnel ranges

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.


See also