$rimlight: Difference between revisions
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Note:Template:EP2 add Requires $phong to be set to 1. Phong shading is only available with VertexLitGeneric.
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[[Image:Heavy_rim.jpg|thumb|200px|Example of rim lighting in use on the TF2 Heavy.]] | [[Image:Heavy_rim.jpg|thumb|200px|Example of rim lighting in use on the TF2 Heavy.]] | ||
The '''<code>$rimlight</code>'''[[VMT]] command adds a rim light to the model that appears to come indirectly from the environment. The color of the rim light is directly influenced by [[Ambient light]]. | The '''<code>$rimlight</code>''' [[VMT]] command adds a rim light to the model that appears to come indirectly from the environment. The color of the rim light is directly influenced by [[Ambient light]]. | ||
{{note|{{EP2 add}} Requires [[$phong]] to be set to 1. Phong shading is only available with [[VertexLitGeneric]].}} | {{note|{{EP2 add}} Requires [[$phong]] to be set to 1. Phong shading is only available with [[VertexLitGeneric]].}} |
Revision as of 07:50, 1 April 2017
The $rimlight
VMT command adds a rim light to the model that appears to come indirectly from the environment. The color of the rim light is directly influenced by Ambient light.

Todo: Explain similarities and differences of Phong Fresnel ranges.
VMT syntax
$rimlight <bool>
VertexLitGeneric { $phong 1 $bumpmap <texture> $phongexponent 5 $phongexponenttexture <texture> $phongboost 1.0 $phongfresnelranges "[0 0.5 1]" $rimlight 1 $rimlightexponent 2 $rimlightboost .2 }
Additional parameters
$rimexponent <int>
Template:EP2 add- Exponent for phong component of rim lighting. The rim exponent defines the "tightness" of the highlight. A higher exponent results in a smaller, tighter highlight while a lower exponent results in a broader flatter one.
$rimboost <int>
Template:EP2 add- Boost for ambient cube component of rim lighting.
$rimmask <boolean>
Template:EP2 add- Uses the alpha channel of the $phongexponenttexture to mask rimlighting.