EyeRefract: Difference between revisions
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'''Example Code''' | '''Example Code''' | ||
< | <pre> | ||
"EyeRefract" | "EyeRefract" | ||
{ | { | ||
"$Iris" "models/cra0kalo/ct_swat/eye-iris-brown" // Iris color in RGB with cornea noise in A | |||
"$Irisframe" "0" // Frame for the iris texture, 0 being the default frame | |||
"$AmbientOcclTexture" "models/cra0kalo/ct_swat/eye_ao" // Ambient occlusion in RGB, A unused // default texture eyeball_l_ambient | |||
//"$Envmap" "models/cra0kalo/ct_swat/cubemap" // Reflection environment map static | |||
"$Envmap" "models/cra0kalo/ct_swat/eye-reflection-cubemap-" // Reflection environment map | |||
"$CorneaTexture" "models/cra0kalo/ct_swat/eye-cornea" // Special texture that has 2D cornea normal in RG and other data in BA | |||
"$lightwarptexture" "models/cra0kalo/ct_swat/eye_lightwarp" // 1D ramp texture for tinting scalar diffuse term | |||
"$EyeballRadius" "0.5" // Default 0.5 | |||
"$AmbientOcclColor" "[0.36 0.25 0.2]" // Default 0.33, 0.33, 0.33 | |||
"$Dilation" "0.4" // Default 0.5 | |||
"$Glossiness" "1" // Glossiness of eye (1 is default, 0 is not glossy at all) | |||
"$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 | |||
"$SphereTexkillCombo" "0" // Default 1 - Enables killing pixels that don't ray-intersect the sphere | |||
//Unknown Parameters | |||
"$eyeorigin" "[0 0 0]" // Origin for the eyes | |||
"$irisu" "[0 1 0 0]" | |||
"$irisv" "[0 0 1 0]" | |||
"$Entityorigin" "4.0" | |||
} | |||
// Eyerefract SDK_EyeRefract 2007 shader used in the popular Tf2 and l4d games | |||
// Advance params by Cra0kalo | |||
</pre> | |||
</ |
Revision as of 04:13, 8 July 2012
EyeRefract
Description EyeRefract is the latest eye shader by Valve. There are many other parameters however I have yet to figure out their functions.
Todo: Add pictures and more info
https://dl.dropbox.com/u/10798900/Pictures/tut/eyerefract.jpg
Example Code
"EyeRefract" { "$Iris" "models/cra0kalo/ct_swat/eye-iris-brown" // Iris color in RGB with cornea noise in A "$Irisframe" "0" // Frame for the iris texture, 0 being the default frame "$AmbientOcclTexture" "models/cra0kalo/ct_swat/eye_ao" // Ambient occlusion in RGB, A unused // default texture eyeball_l_ambient //"$Envmap" "models/cra0kalo/ct_swat/cubemap" // Reflection environment map static "$Envmap" "models/cra0kalo/ct_swat/eye-reflection-cubemap-" // Reflection environment map "$CorneaTexture" "models/cra0kalo/ct_swat/eye-cornea" // Special texture that has 2D cornea normal in RG and other data in BA "$lightwarptexture" "models/cra0kalo/ct_swat/eye_lightwarp" // 1D ramp texture for tinting scalar diffuse term "$EyeballRadius" "0.5" // Default 0.5 "$AmbientOcclColor" "[0.36 0.25 0.2]" // Default 0.33, 0.33, 0.33 "$Dilation" "0.4" // Default 0.5 "$Glossiness" "1" // Glossiness of eye (1 is default, 0 is not glossy at all) "$ParallaxStrength" "0.25" // Default 0.25 "$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 //Unknown Parameters "$eyeorigin" "[0 0 0]" // Origin for the eyes "$irisu" "[0 1 0 0]" "$irisv" "[0 0 1 0]" "$Entityorigin" "4.0" } // Eyerefract SDK_EyeRefract 2007 shader used in the popular Tf2 and l4d games // Advance params by Cra0kalo