Aftershock: Difference between revisions
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Note:So far the only material that uses this shader is
Biohazard 90 (talk | contribs) |
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*<code>[[$normalmap]]</code> | *<code>[[$normalmap]]</code> | ||
*<code>[[$colortint]]</code> | *<code>[[$colortint]]</code> | ||
[[Category:List of Shaders]] | [[Category:List of Shaders]] | ||
[[Category:Stubs]] | [[Category:Stubs]] | ||
Revision as of 02:03, 7 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.