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== Detail == | == Detail == | ||
When using a basetexture, the shader also renders 2 optional detail textures, which are blended with the basetexture. Both of these detail textures use the same syntax of variant parameters as $detail, with "$detail1" or "$detail2" replacing the "$detail" prefix. (eg: $detail1scale 1) | |||
{{MatParam|$detail1|string|Detail texture 1}} | {{MatParam|$detail1|string|Detail texture 1}} | ||
{{MatParam|$detail2|string|Detail texture 2}} | {{MatParam|$detail2|string|Detail texture 2}} | ||
etc | |||
== Type 1 Example == | == Type 1 Example == |
Revision as of 21:43, 30 January 2020

This article or section needs to be updated to include current information regarding the subject.
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SolidEnergy
is a shader currently only found on Portal 2's Template:P2 add.
The shader is known to work in Portal 2 and
Counter-Strike: Global Offensive.
Supported effects
Todo: What other effects does this shader support?
Detail
When using a basetexture, the shader also renders 2 optional detail textures, which are blended with the basetexture. Both of these detail textures use the same syntax of variant parameters as $detail, with "$detail1" or "$detail2" replacing the "$detail" prefix. (eg: $detail1scale 1)
Type 1 Example
The example shown below is materials/effects/fizzler.vmt
from Portal 2.
SolidEnergy { $basetexture "effects/fizzler_ripples_dim" $flowmap "effects/fizzler_flow" $flowbounds "effects/fizzler_bounds" $FLOW_NOISE_TEXTURE "effects/fizzler_noise" $FLOW_UVSCROLLDISTANCE "0.25" $FLOW_TIMEINTERVALINSECONDS "1.2" $FLOW_NOISE_SCALE 0.003 $FLOW_LERPEXP 1.5 $FLOW_WORLDUVSCALE 0.008 $FLOW_NORMALUVSCALE 0.008 $FLOW_COLOR "[0.025 0.08 0.1]" $FLOW_VORTEX_COLOR "[0.64 2.058 2.56]" $surfaceprop glass "%keywords" Portal2 $translucent 1 $additive 1 $FLOW_VORTEX_SIZE 35 "360?$outputintensity" 2.8 "SonyPS3?$outputintensity" .7 "srgb_pc?$outputintensity" 2.3 "!srgb_pc?$outputintensity" 1.7 Proxies { FizzlerVortex { } } }
Type 2 Example
The example shown below is materials/effects/projected_wall.vmt
from Portal 2.
SolidEnergy { $basetexture "effects/projected_wall" $detail1 "effects/projected_wall_draw" $detail1scale 1 $DETAIL1BLENDMODE 1 $detail2 "effects/projected_wall_noise" $detail2scale 1 $detail2blendmode 0 $translucent 1 $additive 1 $vertexalpha 0 $vertexcolor 0 $nocull 1 $surfaceprop glass "%keywords" Portal2 $detailscroll1 "[0 0]" $detailscroll2 "[0 0]" $detail2componentscale "[1 1]" $basescroll "[0 0]" $basescale "[1 1]" "!srgb?$outputintensity" .75 Proxies { Sine { sinemin 0 sinemax 0.94 sineperiod 5 timeoffset 3 resultVar "$detailscroll1[0]" } LinearRamp { rate -3 initialValue 0 resultVar "$detailscroll1[1]" } LinearRamp { rate 0.18 initialValue 0 resultVar "$detailscroll2[1]" } Sine { sinemin 0.99 sinemax 1.01 sineperiod 0.125 timeoffset 0 resultVar "$detail2componentscale[0]" } Sine { sinemin 0.995 sinemax 1.005 sineperiod 0.1 timeoffset 0.05 resultVar "$basescale[0]" } LinearRamp { rate 0.15 initialValue 0 resultVar "$basescroll[1]" } TextureTransform { translateVar $detailscroll1 resultVar $detail1texturetransform } TextureTransform { translateVar $detailscroll2 scaleVar $detail2componentscale resultVar $detail2texturetransform } TextureTransform { translateVar $basescroll scaleVar $basescale resultVar $basetexturetransform } } }