$selfillum: Difference between revisions
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Warning:Cannot be used with
Bug:Deprecated with Source 2007; doesn't work. [todo tested in ?]
Line 37: | Line 37: | ||
: Use a selfillum texture. | : Use a selfillum texture. | ||
{{Bug|Deprecated with Source 2007; doesn't work.}} | {{Bug|Deprecated with Source 2007; doesn't work.}} | ||
;<code>$selfIllumFresnel<[[bool]]></code> | |||
:Allows the material to use Fresnel ranges. {{Todo|Confirm}} | |||
;<code>$selfIllumFresnelMinMaxExp [n n n]</code> | |||
:Default: 0.0 1.0 1.0. Like the phong Fresnel ranges, but with selfillum. | |||
[[Category:List of Shader Parameters|S]] | [[Category:List of Shader Parameters|S]] | ||
[[Category:VMT Lighting]] | [[Category:VMT Lighting]] | ||
[[Category:English]] | [[Category:English]] |
Revision as of 00:09, 5 August 2011
Template:Otherlang2 The $selfillum VMT command makes a material glow in the dark. Shaders commonly support this effect.
The effect is masked by default by the alpha channel of $basetexture
, but there are other options (see below). Wherever the mask is located, white areas are self-illuminated while black areas are not.

$translucent
or similar values on models.Todo: Possible fix?
VMT syntax example
$selfillum <bool>
LightmappedGeneric { $basetexture props/tvscreen005a $selfillum 1 $surfaceprop glass }
Additional parameters
$selfillumtint "[<red float> <green float> <blue float>]"
- Adjusts the colour of the self-illumination effect. Default value is "[1 1 1]".
$selfillummask <texture>
Note:In Source 2007, use this, NOT $Selfillumtexture.
- A dedicated mask texture for the effect. Might not work in Ep1.
$selfillum_envmapmask_alpha <bool>
- Has the material derive its self-illumination mask from the alpha channel of the
$envmapmask
. Requires DirectX 9.
$selfillumtexture <texture>
- Use a selfillum texture.

$selfIllumFresnel<bool>
- Allows the material to use Fresnel ranges. Todo: Confirm
$selfIllumFresnelMinMaxExp [n n n]
- Default: 0.0 1.0 1.0. Like the phong Fresnel ranges, but with selfillum.