EyeRefract: Difference between revisions

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'''Example Code'''
'''Example Code'''


[quote]
"EyeRefract"
"EyeRefract"
{
{
"$Iris"              "models/cra0kalo/brian/eye-iris-brown"   // Iris color in RGB with cornea noise in A
"$Iris"              "models/cra0kalo/ct_gign/eye-iris-brown"   // Iris color in RGB with cornea noise in A
"$AmbientOcclTexture" "models/cra0kalo/brian/eyeball_l_ambient"   // Ambient occlusion in RGB, A unused
"$AmbientOcclTexture" "models/cra0kalo/ct_gign/eyeball_l_ambient"   // Ambient occlusion in RGB, A unused
"$Envmap"            "models/cra0kalo/brian/eye-reflection-cubemap-"    // Reflection environment map
"$Envmap"            "models/cra0kalo/ct_gign/eye-reflection-cubemap-"    // Reflection environment map
"$CorneaTexture"      "models/cra0kalo/brian/eye-cornea"                // Special texture that has 2D cornea normal in RG and other data in BA
"$CorneaTexture"      "models/cra0kalo/ct_gign/eye-cornea"                // Special texture that has 2D cornea normal in RG and other data in BA


"$EyeballRadius" "0.5" // Default 0.5
"$EyeballRadius" "0.5" // Default 0.5
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}
}
[/quote]

Revision as of 20:55, 22 May 2012

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EyeRefract


Description EyeRefract is the latest eye shader by Valve.



Example Code

[quote] "EyeRefract" { "$Iris" "models/cra0kalo/ct_gign/eye-iris-brown" // Iris color in RGB with cornea noise in A "$AmbientOcclTexture" "models/cra0kalo/ct_gign/eyeball_l_ambient" // Ambient occlusion in RGB, A unused "$Envmap" "models/cra0kalo/ct_gign/eye-reflection-cubemap-" // Reflection environment map "$CorneaTexture" "models/cra0kalo/ct_gign/eye-cornea" // Special texture that has 2D cornea normal in RG and other data in BA

"$EyeballRadius" "0.5" // Default 0.5 "$AmbientOcclColor" "[0.36 0.25 0.2]" // Default 0.33, 0.33, 0.33 "$Dilation" "0.5" // Default 0.5 "$ParallaxStrength" "0.25" // Default 0.25 "$CorneaBumpStrength" "1.25" // Default 1.0

"$halflambert" "1" "$nodecal" "1"

// These effects are only available in ps.2.0b and later "$RaytraceSphere" "0" // Default 1 - Enables raytracing in the pixel shader to make the eyeball look round "$SphereTexkillCombo" "0" // Default 1 - Enables killing pixels that don't ray-intersect the sphere


} [/quote]