$rimlight: Difference between revisions

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(Added $rimmask information / fixed $phongexponent and $phongexponenttexture supposedly being either/or)
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  [[$bumpmap]] <texture>
  [[$bumpmap]] <texture>
  $phongexponent 5 ''// either/or''
  $phongexponent 5
  $phongexponenttexture <texture> ''// either/or''
  $phongexponenttexture <texture>
  $phongboost 1.0
  $phongboost 1.0
  $phongfresnelranges "[0 0.5 1]"
  $phongfresnelranges "[0 0.5 1]"
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; <code>$rimboost <[[int]]></code> {{EP2 add}}
; <code>$rimboost <[[int]]></code> {{EP2 add}}
: Boost for ambient cube component of rim lighting.
: Boost for ambient cube component of rim lighting.
;<code>$rimmask <[[texture]]></code> {{EP2 add}}
;<code>$rimmask <[[boolean]]></code> {{EP2 add}}
: {{TODO|Needs documentation.}}
: Uses the alpha channel of the $phongexponenttexture to mask rimlighting.





Revision as of 11:39, 13 November 2010

Example of rim lighting in use on the TF2 Heavy.

The $rimlightVMT 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:Template:EP2 add 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		
	$phongexponenttexture	<texture>	
	$phongboost		1.0
	$phongfresnelranges	"[0 0.5 1]"

	$rimlight               1
	$rimlightexponent       2
	$rimlightboost          .2			
}

Additional parameters

$rimexponent <int> Template:EP2 add
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> Template:EP2 add
Boost for ambient cube component of rim lighting.
$rimmask <boolean> Template:EP2 add
Uses the alpha channel of the $phongexponenttexture to mask rimlighting.


See also