LightmappedReflective: Difference between revisions
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Bug:Adding proxies to a lightmappedreflective causes the texture to not be drawn. [todo tested in ?]
Bug:Does not appear to work in Portal 2 [todo tested in ?]
NvC DmN CH (talk | contribs) (Adding proxies to a lightmappedreflective causes the texture to not be drawn. This is very weird, and probably suggests there are some automatically included proxies, which arent documented yet. probably.) |
(portal 2 bug) |
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{{bug|Adding proxies to a lightmappedreflective causes the texture to not be drawn.}} | {{bug|Adding proxies to a lightmappedreflective causes the texture to not be drawn.}} | ||
{{bug|Does not appear to work in Portal 2}} | |||
{{todo|Could this be because it includes some default proxy in order for it to work, and once there is a user-defined proxy, those "behind the scenes" proxies are no longer there?}} | {{todo|Could this be because it includes some default proxy in order for it to work, and once there is a user-defined proxy, those "behind the scenes" proxies are no longer there?}} |
Revision as of 14:47, 21 July 2019
LightmappedReflective
is the shader used by func_reflective_glass. This shader renders real-time reflection and refractions similar to Water (shader).
Example
The example shown here is materials/glass/reflectiveglass001.vmt
"lightmappedreflective" { "%tooltexture" "dev/flat_normal" "$refracttexture" "_rt_WaterRefraction" "$refractamount" "0" "$refracttint" "[.5 .5 .6]" "$reflecttexture" "_rt_WaterReflection" "$reflectamount" "0" "$reflecttint" "[1 1 1]" "$fresnelpower" "0" "$minreflectivity" "0.8" "$maxreflectivity" "1.0" "$normalmap" "dev/flat_normal" "$surfaceprop" "glass" "$bumpframe" "0" }


Todo: Could this be because it includes some default proxy in order for it to work, and once there is a user-defined proxy, those "behind the scenes" proxies are no longer there?