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?