$treesway: Difference between revisions

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[[$treeSway]] is a shader effect available in {{csgo}}, {{insurgency}}, {{l4d2}}, {{l4d}}, {{as}}, {{tf2}} (As of Jungle Inferno update), {{GMOD}} (as of October 2018).
[[$treeSway]] is a shader effect available in {{csgo}}, {{portal2}}, {{insurgency}}, {{l4d2}}, {{l4d}}, {{as}}, {{tf2}} (As of Jungle Inferno update), {{GMOD}} (as of October 2018).


==Description==
==Description==

Revision as of 16:05, 29 December 2018

$treeSway is a shader effect available in Counter-Strike: Global Offensive, Portal 2, Insurgency, Left 4 Dead 2, Left 4 Dead, Alien Swarm, Team Fortress 2 (As of Jungle Inferno update), Garry's Mod (as of October 2018).

Description

When this shader effect is added, it will make the material morph around to an env_wind entity to give it the effect that it's blowing in the wind, this effect is used for the trees in Counter-Strike: Global Offensive and various foliage seen in Insurgency. The effect assumes that the model is facing upwards, and the commands specify how much it should be affected by the env_wind entity. By default this shader is disabled in the Alien Swarm SDK, however it can be re-enabled in a mod.

Only compatible with VertexLitGeneric.

Note.pngNote:In Team Fortress 2, does not require env_wind if $treeSwayStatic is set to 1.
Icon-Bug.pngBug:In Garry's Mod, projected textures shining on materials with this parameter while it is morphing around will cause the whole material to flicker. $halflambert can sometimes partially fix this, but it might be better to keep the materials a distance away so that the player's flashlight can't reach them, or put them in the 3D Skybox.  [todo tested in ?]

Parameters

$treeSway                         "0" "1" or "2"
//Changes the treesway effect. 0 is no sway, 1 is classic tree sway, 2 is an alternate, radial tree sway effect.
//Tree sway mode 2: Hacks to use tree sway code on rectangular sheets of plastic/tarp attached at the four corners. 
//Inverts the sway scale radius to be 1 at (0,0,0) in model space and fall off radially towards the edges of the model.
//The model is expected to be built lying in the X Y plane in model space, with its center at the origin.

$treeSwayHeight                   "float"    //The height in which the effect is applied.
$treeSwayStartHeight              "float"    //The height from the origin in which the effect starts blending in.
$treeSwayRadius                   "float"    //The radius from the origin in which the effect is applied.
$treeSwayStartRadius              "float"    //The radius from the origin in which the effect starts blending in.
$treeSwaySpeed                    "float"    //The speed multiplier of large movement such as the trunk.
$treeSwayStrength                 "float"    //The distance multiplier of large movement such as the trunk.
$treeSwayScrumbleSpeed            "float"    //The falloff of the effect on small movement such as the trunk. Higher means a more stable center.

$treeSwayScrumbleStrength         "float"    //The speed multiplier of the small movement such as the leaves.
$treeSwayScrumbleFrequency        "float"    //The distance multiplier of the small movement such as the leaves.
$treeSwayFalloffExp               "float"    //The frequency of the rippling of a sine wave in small movement such as the leaves.
$treeSwayScrumbleFalloffExp       "float"    //The falloff of the effect on small movement such as the leaves. Higher means a more stable center.

$treeSwaySpeedHighWindMultiplier  "float"    //Speed multiplier when env_wind triggers a gust.
$treeSwaySpeedLerpStart           "float"    //Minimum wind speed in which a gust triggered by env_wind will start affecting the material.
$treeSwaySpeedLerpEnd             "float"    //Minimum wind speed in which a gust triggered by env_wind will fully affect the material.
$treeSwayStatic                   "boolean"  //Whether or not to instead use a static wind value instead of the values from env_wind. TF2 only.