$rimlight: Difference between revisions
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Note:Requires $phong to be set to 1.
Rush Freak (talk | contribs) mNo edit summary |
Rush Freak (talk | contribs) m (Removed nonexistant bug, client error) |
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{{note|Requires {{ent|$phong}} to be set to 1.}} | {{note|Requires {{ent|$phong}} to be set to 1.}} | ||
: {{TODO|Explain similarities and differences of [[Phong materials#Phong Fresnel ranges|Phong Fresnel ranges]].}} | : {{TODO|Explain similarities and differences of [[Phong materials#Phong Fresnel ranges|Phong Fresnel ranges]].}} | ||
==VMT syntax== | ==VMT syntax== |
Revision as of 02:44, 5 September 2019
Template:Shaderparam It adds a constant rim light to the model that appears to come indirectly from the environment. The color of the rim light is directly influenced by ambient light.

- Todo: Explain similarities and differences of Phong Fresnel ranges.
VMT syntax
$rimlight <bool>
VertexLitGeneric { $phong 1 $bumpmap <texture> $phongexponent 5 $phongexponenttexture <texture> $phongboost 1.0 $phongfresnelranges "[0 0.5 1]" $rimlight 1 $rimlightexponent 2 $rimlightboost .2 }
Additional parameters
$rimlightexponent
$rimlightboost
$rimmask