Aftershock: Difference between revisions
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Note:So far the only material that uses this shader is
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'''<code>Aftershock</code>''' {{EP2 add}} | '''<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>$SilhouetteThickness</code>). Furthermore this shader does solely support the vertexformat that [[model|studiomodels]] use. | This shader draws animated and scrolling refraction. It is able to smoothly fade out with alpha blending depending on its distance to the ground (per vertex; calculated with the [[Material|material]] parameters <code>$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|So far the only material that uses this shader is <code>materials/models/props_combine/sphere.vmt</code>. It can be found in ''episode two materials.gcf''.}} | |||
== Shader specific parameters == | == Shader specific parameters == | ||
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; <code>$GroundMin</code> | ; <code>$GroundMin</code> | ||
; <code>$GroundMax</code> | ; <code>$GroundMax</code> | ||
: Both describe an interval used to fade out the shader. Supposedly requires a custom [[material_proxies|material proxy]] to work. | : Both describe an interval used to fade out the shader. Supposedly requires a custom [[material_proxies|material proxy]] to work correctly on non-stationary models. | ||
Revision as of 12:30, 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.

materials/models/props_combine/sphere.vmt
. It can be found in episode two materials.gcf.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 correctly on non-stationary models.