User:Pdan4: Difference between revisions

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(The shader used on the hydra tested in Ep2.)
 
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: Does nothing.  
: Does nothing.  


; <code>$SilhouetteColor</code>
Apparently it has no supported effects.
; <code>$SilhouetteThickness</code>
: Scales the generic fade amount along the models edge.
 
; <code>$GroundMin</code>
; <code>$GroundMax</code>
: 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.
 
 
== Supported effects ==
 
*<code>[[$normalmap]]</code>
*<code>[[$colortint]]</code>
 
[[Category:List of Shaders]]
[[Category:List of Shaders]]
[[Category:Stubs]]
[[Category:Stubs]]

Revision as of 00:34, 13 March 2011

Jellyfish This shader usually results in wireframe and therefore is unreliable and doesn't work. There is a glitch where this shader splits the player's view into four rectangular quadrants, and multiplies one colour per quadrant on the model. The "gradient" overlay on the model is locked to the player view; it doesn't pan, but it does resize as the view nears the model. The "$gradienttexture" seems to have no effect. Models with this shader are fullbright.

Note.pngNote:This entire page was written with information from testing the shader in Episode 2 ONLY.

Shader specific parameters

$gradienttexture
Does nothing.

Apparently it has no supported effects.