$emissiveblend: Difference between revisions
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{{Shaderparam|$emissiveblend|since=Source 2007|shader1=VertexLitGeneric}} It provides advanced self-illumination that can be flowed using a flowmap. It used | {{Shaderparam|$emissiveblend|since=Source 2007|shader1=VertexLitGeneric}} It provides advanced self-illumination that can be flowed using a flowmap. It is used for the Vortigaunts in {{Game link|Half-Life 2: Episode Two}} and succeeds the {{ent|VortWarp}} shader from {{Game link|Half-Life 2: Episode One}}. All parameters must be specified except for <code>$emissiveblendstrength</code> in order for the effect to work properly. | ||
{{Note|<code>$emissiveblend</code> is additive, and does not read from the material's [[albedo]].}} | {{Note|<code>$emissiveblend</code> is additive, and does not read from the material's [[albedo]].}} | ||
{{Note|<code>$emissiveblend</code> parameters are X+ and Y-, for both flowmap and scroll. (e.g. Giving X a positive scroll vector will have it go left and giving Y a positive scroll vector will have it go up)}} | {{Note|<code>$emissiveblend</code> parameters are X+ and Y-, for both flowmap and scroll. (e.g. Giving X a positive scroll vector will have it go left and giving Y a positive scroll vector will have it go up)}} | ||
{{Note| | {{Note|This effect does not need to use a flowmap, and can instead be used as a simple emissive map. Use dummy textures (<code>dev/null</code> or a pure white texture with a pure black alpha channel) for <code>$emissiveblendtexture</code> and <code>$emissiveblendflowtexture</code>, and use a value of <code>"[0 0]"</code> for <code>$emissiveblendscrollvector</code>. In this instance, illumination is solely provided by the <code>$emissiveblendbasetexture</code>, and the time proxy is not required.}} | ||
==Parameters== | ==Parameters== |
Revision as of 18:07, 17 November 2019

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Template:Shaderparam It provides advanced self-illumination that can be flowed using a flowmap. It is used for the Vortigaunts in Half-Life 2: Episode Two and succeeds the VortWarp shader from
Half-Life 2: Episode One . All parameters must be specified except for
$emissiveblendstrength
in order for the effect to work properly.

$emissiveblend
is additive, and does not read from the material's albedo.
$emissiveblend
parameters are X+ and Y-, for both flowmap and scroll. (e.g. Giving X a positive scroll vector will have it go left and giving Y a positive scroll vector will have it go up)
dev/null
or a pure white texture with a pure black alpha channel) for $emissiveblendtexture
and $emissiveblendflowtexture
, and use a value of "[0 0]"
for $emissiveblendscrollvector
. In this instance, illumination is solely provided by the $emissiveblendbasetexture
, and the time proxy is not required.Parameters
$emissiveblendenabled
$emissiveblendtexture
$emissiveblendbasetexture
$emissiveblendflowtexture
$emissiveblendtint
$emissiveblendstrength
$emissiveblendscrollvector
Time Proxy
For any reason, you may want to modulate time by scale it. The below material proxy is a simple sample to work properly.

"$time" "0.0"
"$CurrentTime" "0.0" // declare a custom VMT Parameter to "CurrentTime" Proxie output
"$timeMult" "0.5" // declare a custom VMT Parameter to use at "Multiply" Proxie
"Proxies"
{
"CurrentTime"
{
// It pass CurrentTime Proxie to "$CurrentTime" variable to scale materials effects such $emissiveblendscrollvector.
"resultVar" "$CurrentTime"
}
"Multiply"
{
"srcVar1" "$CurrentTime" // get $CurrentTime VMT parameter to multiply with srcVar2
"srcVar2" "$timeMult" // get $timeMult VMT parameter to multiply with srcVar1
"resultVar" "$time" // writes multiplication product into $time, scaling "CurrentTime"
}
}
Example
The only known material using this shader parameter, found in Half-Life 2: Episode Two ,
materials/models/vortigaunt/vortigaunt_blue.vmt
"VertexLitGeneric" { "$surfaceprop" "default" "$basetexture" "Models/vortigaunt/vortigaunt_base" "$bumpmap" "Models/vortigaunt/vortigaunt_normal" "$phong" "1" "$phongboost" "10" "$phongexponenttexture" "Models/vortigaunt/vortigaunt_exponent" "$phongalbedotint" "1" "$phongfresnelranges" "[.18 .4 1]" "$halflambert" "1" "$nodecal" "1" // Rim lighting parameters "$rimlight" "1" // To enable rim lighting (requires phong) "$rimlightexponent" "10" // Exponent for phong component of rim lighting "$rimlightboost" "3" // Boost for ambient cube component of rim lighting // Blend between color textures "$detail" "Models/Vortigaunt/vortigaunt_blue" "$detailblendmode" "3" "$detailblendfactor" "0.0" "$detailScale" "1.0" // Emissive Scroll Pass "$emissiveBlendEnabled" "1" // Enables effect "$emissiveBlendTexture" "models/vortigaunt/vortigaunt_illum" "$emissiveBlendBaseTexture" "Models/Vortigaunt/vortigaunt_blue" "$emissiveBlendFlowTexture" "models/vortigaunt/vortigaunt_flow" "$emissiveBlendTint" "[1 1 1]" "$emissiveBlendScrollVector" "[0.11 0.124]" "$time" "0" "Proxies" { "VortEmissive" { } "MaterialModify" { } "CurrentTime" { "resultVar" "$time" } } }