$rimlight: Difference between revisions

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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]].}}
{{bug|Does not work when being inherited via "include" material in [[:Patch|Patch]] shader. (Must be declared in "insert" section.)}}


==VMT syntax==
==VMT syntax==

Revision as of 02:44, 5 September 2019

Example of rim lighting in use on the TF2 Heavy.

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.

Note.pngNote:Requires $phong to be set to 1.
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

See also