$lightwarptexture: Difference between revisions
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Note:$lightwarptexture must be specified after all other textures, otherwise it will overwrite them.
Warning:Requires phong.
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NvC DmN CH (talk | contribs) m (lightwarp does not work if phong is not present. Not sure if that is a requirement in all games though. Tested in CS:S) |
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{{note|$lightwarptexture must be specified ''after'' all other textures, otherwise it will overwrite them.}} | {{note|$lightwarptexture must be specified ''after'' all other textures, otherwise it will overwrite them.}} | ||
{{warning|Requires [[phong]].}} | |||
== Lightwarp textures == | == Lightwarp textures == |
Revision as of 10:33, 3 March 2019
$lightwarptexture
is a material parameter that tints texels depending on their brightness. It can be thought of as localised color correction. It requires at least DirectX 9.


Lightwarp textures
A lightwarp texture is a one-dimensional strip of pixels. Dark texels will be tinted with the colour on the left-hand side, and bright texels with the colour on the right. 50% gray means no tint.
Examples
snow_warp
- This is the lightwarp texture used in the DOD Source screen to the right. It is designed to add a subtle bluish tint to darker snow, without affecting brighter regions.
pyro_lightwarp
- This is applied to all TF2 characters, not just Pyro. It creates the high-contrast shadows with red-tinged terminators typical of the illustrative art the game apes.
- Posterised
- This custom warp texture creates a posterised "line art" style. Enabling lightwarp alone isn't enough however: ambient lighting must be at 0 to make unlit areas black, and world lighting must become viewer-dependent to ensure that shadows are always cast.
Other possible uses of $lightwarptexture
include toon shading, contrast enhancement and highlight softening.