VertexLitGeneric: Difference between revisions
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m (A $CloakFactor value of 0 is no cloak at all, being fully visible, and 1 is full cloak, being fully invisible, not the other way around.) |
Deprecated (talk | contribs) (Fixed redlink for $compress and added $stretch, $treesway, $lightwarptexture, $rimlight, $color2) |
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*<code>[[$envmap]]</code> | *<code>[[$envmap]]</code> | ||
*<code>[[$flesh]]</code> | *<code>[[$flesh]]</code> | ||
*<code>[[$color#Models|$color2]]</code> | |||
*<code>[[$halflambert]]</code> | *<code>[[$halflambert]]</code> | ||
*<code>[[$phong]]</code> | *<code>[[$phong]]</code> | ||
*<code>[[$rimlight]]</code> | |||
*<code>[[$lightwarptexture]]</code> | |||
*<code>[[$translucent]]</code> and <code>[[$alpha]]</code> | *<code>[[$translucent]]</code> and <code>[[$alpha]]</code> | ||
*<code>[[$emissiveblend]]</code> (the 'Vortessence' effect?) | *<code>[[$emissiveblend]]</code> (the 'Vortessence' effect?) | ||
*<code>[[$compress]]</code> | *<code>[[Wrinkle_maps#Materials_and_textures|$compress]]</code> | ||
*<code>[[Wrinkle_maps#Materials_and_textures|$stretch]]</code> | |||
*<code>[[$treeSway]]</code> | |||
=== Cloak === | === Cloak === |
Revision as of 15:28, 28 April 2019
VertexLitGeneric
is the shader most commonly used to render models.
Supported effects
$bumpmap
$detail
$envmap
$flesh
$color2
$halflambert
$phong
$rimlight
$lightwarptexture
$translucent
and$alpha
$emissiveblend
(the 'Vortessence' effect?)$compress
$stretch
$treeSway
Cloak
VertexLitGeneric natively supports the Spy cloak effect from Team Fortress 2. You will want to combine it with a sine wave proxy for the full effect.
$cloakpassenabled <bool>
- Enables cloaking effects.
$cloakfactor <normal>
- 0 = fully visible, 1 = fully invisible.
$cloakcolortint <RGB matrix>
- Colours the refraction effect. Default is white.
$refractamount <float>
- How strong the refraction effect should be when the material is partially cloaked (default = 2).