LightmappedReflective: Difference between revisions
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Bug:Adding proxies to a lightmappedreflective causes the texture to not be drawn. [todo tested in ?]
ThunderKeil (talk | contribs) (Added detailed shader information, mostly copied from water but also includes new material.) |
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'''<code>LightmappedReflective</code>''' is the shader used by [[func_reflective_glass]]. This shader renders real-time reflection and refractions similar to [[Water (shader)]]. | '''<code>LightmappedReflective</code>''' is the shader used by [[func_reflective_glass]]. This shader renders real-time reflection and refractions similar to [[Water (shader)]]. | ||
[[Category:Shaders]] | [[Category:Shaders]] | ||
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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}} | {{bug|Does not appear to work in [[Portal 2]] {{portal2}}}} | ||
{{bug|Only works in [[Counter-Strike: Global Offensive | CS:GO]] {{csgo}} if the texture is <code>$transparent</code>, which can cause depth sorting issues with particles such as smoke from smoke grenades.}} | |||
{{todo|Could this be because it includes some default proxy in order for it to work, and once there is a user-defined proxy, those "behind the scenes" proxies are no longer there?}} | {{todo|Could this be because it includes some default proxy in order for it to work, and once there is a user-defined proxy, those "behind the scenes" proxies are no longer there?}} | ||
Revision as of 19:26, 24 July 2019
LightmappedReflective is the shader used by func_reflective_glass. This shader renders real-time reflection and refractions similar to Water (shader).
Example
The example shown here is materials/glass/reflectiveglass001.vmt
"lightmappedreflective"
{
"%tooltexture" "dev/flat_normal"
"$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?