Teeth: Difference between revisions
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Deprecated (talk | contribs) (Documentation of the Teeth shader) |
Deprecated (talk | contribs) (Changed to use shader and MatParam templates) |
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{{Shader|Teeth}} It is a shader for teeth that is used to dynamically adjust the brightness of the teeth based on how open the mouth is. | |||
:{{Note|This shader is | :{{Note|This shader is likely obsolete, as Valve hasn't used it for any of their recent games. Instead, they include teeth on their facemaps, using the shader <code>[[VertexLitGeneric]].</code>}} | ||
:{{Todo|Add an image showing the teeth.}} | :{{Todo|Add an image showing the teeth.}} | ||
==Parameters== | ==Parameters== | ||
{{MatParam|[[$basetexture]]|texture|Texture for the teeth.}} | |||
{{MatParam|[[$halflambert]]|bool|Enables half-lambertian lighting. Default <code>1.</code>}} | |||
;<code>$clientshader "MouthShader"</code> | ;<code>$clientshader "MouthShader"</code> | ||
: {{Todo|What does this actually do?}} | : {{Todo|What does this actually do?}} | ||
{{MatParam|$illumfactor|float|Modifies the amount the teeth are brightened or darkened by. Default <code>1</code>.}} | |||
{{MatParam|$forward|vector|Forward direction vector for teeth lighting. Default <code>"[1 0 0]"</code>.}} | |||
{{MatParam|[[$bumpmap]]|texture|Bumpmap for the teeth. Enables phong specular, and uses the alpha channel of the bumpmap as a mask if present.|dx9=1}} | |||
{{MatParam|[[$phong|$phongexponent]]|float|Exponent for the specular. Overrides the bumpmap's alpha mask if one is present. Default <code>100</code>.|dx9=1}} | |||
==Other parameters== | ==Other parameters== | ||
{{MatParam|$intro|bool|Teeth are used on a model in Episode 1's intro cutscene. Adds another shader pass.}} | |||
{{MatParam|$warpparam|float|Requires <code>$intro 1</code>. How far into the warp animation we are.}} | |||
{{MatParam|$entityorigin|vector|Requires <code>$intro 1</code>. World-space location of the entity, required to correctly animate the warp.}} | |||
Revision as of 17:16, 6 June 2019
Teeth
It is a shader for teeth that is used to dynamically adjust the brightness of the teeth based on how open the mouth is.
Note:This shader is likely obsolete, as Valve hasn't used it for any of their recent games. Instead, they include teeth on their facemaps, using the shader
VertexLitGeneric.
- Todo: Add an image showing the teeth.
Parameters
[[$basetexture|$basetexture]]
[[$halflambert|$halflambert]]
$clientshader "MouthShader"
- Todo: What does this actually do?
$illumfactor
$forward
[[$bumpmap|$bumpmap]]
[[$phongexponent|$phongexponent]]