Aftershock: Difference between revisions

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(Created page with ''''<code>Aftershock</code>''' {{EP2 add}} draws refraction that is usually animated, and draws "fog" (which defines the model's per pixel opacity) that is level with the ground a…')
 
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'''<code>Aftershock</code>''' {{EP2 add}} draws refraction that is usually animated, and draws "fog" (which defines the model's per pixel opacity) that is level with the ground and its thickness (or opacity) is proportionate to the <code>$SilhouetteThickness</code>. This is for use on models only, you need not specify <code>$model 1</code>.  
'''<code>Aftershock</code>''' {{EP2 add}}
This shader draws animated and scrolling refraction. It is able to smoothly fade out with alpha blending depending on its distance to the ground (per vertex; calculated with the [[Material|material]] parameters <code>$GroundMin</code> and <code>$GroundMax</code>) and the dot product of the per vertex geometry normal and world view vector (scaled by <code>$SilhouetteThickness</code>). Furthermore this shader does solely support the vertexformat that [[model|studiomodels]] use.


{{note|If this shader is being used on a [[model]], you must specify <code>[[$model]] 1</code>.}}
== Shader specific parameters ==
; <code>$refractamount</code>
; <code>$bluramount</code>
: Used to tweak the refraction effect.


== Parameters ==
; <code>$SilhouetteColor</code>
;       <code>"$normalmap"</code>
: The refraction material, usually animated.
; <code>$refractamount</code>
; <code>$colortint</code>
; <code>$SilhouetteThickness</code>
; <code>$SilhouetteThickness</code>
: "Fog" thickness drawn on the model.
: Scales the generic fade amount along the models edge.
; <code>$SilhouetteColor</code>
 
; <code>$GroundMin</code>
; <code>$GroundMin</code>
: The lowest the model can be "fogged" (by position or angles), a lower value means it can be farther and still be fogged.
; <code>$GroundMax</code>
; <code>$GroundMax</code>
: The highest the model can be "fogged" (by position or angles), a higher value means it must be closer to be fogged.
: Both describe an interval used to fade out the shader. Supposedly requires a custom [[material_proxies|material proxy]] to work.
; <code>$BlurAmount</code>
; <code>$time</code>
: Not sure, may be the time in the animation of the $normalmap.
 




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*<code>[[$normalmap]]</code>
*<code>[[$normalmap]]</code>
*<code>[[$refractamount]]</code>
*<code>[[$colortint]]</code>
*<code>[[$detail]]</code>
*<code>[[$outline]]</code>


[[Category:List of Shaders]]
[[Category:List of Shaders]]
[[Category:Stubs]]
[[Category:Stubs]]

Revision as of 05:53, 2 February 2011

Aftershock Template:EP2 add This shader draws animated and scrolling refraction. It is able to smoothly fade out with alpha blending depending on its distance to the ground (per vertex; calculated with the material parameters $GroundMin and $GroundMax) and the dot product of the per vertex geometry normal and world view vector (scaled by $SilhouetteThickness). Furthermore this shader does solely support the vertexformat that studiomodels use.

Shader specific parameters

$refractamount
$bluramount
Used to tweak the refraction effect.
$SilhouetteColor
$SilhouetteThickness
Scales the generic fade amount along the models edge.
$GroundMin
$GroundMax
Both describe an interval used to fade out the shader. Supposedly requires a custom material proxy to work.


Supported effects