EyeRefract: Difference between revisions
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Bug:Although this shader has support for $emissiveblend, it is not fully implemented and does not work properly. [todo tested in ?]
Deprecated (talk | contribs) m (Revamped with MatParam changes) |
KalimandoEnd (talk | contribs) m (Added information to $corneatexture) |
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{{MatParam|$iris|texture|The texture for the iris. The alpha channel controls the noisiness of the cornea.}} | {{MatParam|$iris|texture|The texture for the iris. The alpha channel controls the noisiness of the cornea.}} | ||
{{MatParam|$irisframe|int|The frame to start an animated <code>$iris</code> on.}} | {{MatParam|$irisframe|int|The frame to start an animated <code>$iris</code> on.}} | ||
{{MatParam|$corneatexture|texture|A texture to specify the shape of the cornea, similar to a normal map. Influences lighting and dilation. The red and green channels are used for the normal mapping, the blue channel is a mask for parallax mapping (straight multiply), and the alpha channel seems to be a multiplier for lighting. {{todo|Requires more testing. Source code: eye_refract_ps2x.fxc - search for "fIrisHighlightMask"}}.}} | {{MatParam|$corneatexture|texture|A texture to specify the shape of the cornea, similar to a normal map. Influences lighting and dilation. The red and green channels are used for the normal mapping, the blue channel is a mask for parallax mapping (straight multiply), and the alpha channel seems to be a multiplier for lighting. Because the $iris is warped in various ways the normals will not match 1-to-1 with the base texture. {{todo|Requires more testing. Source code: eye_refract_ps2x.fxc - search for "fIrisHighlightMask"}}.}} | ||
{{MatParam|$corneabumpstrength|float|Strength of the <code>$corneatexture.</code>}} | {{MatParam|$corneabumpstrength|float|Strength of the <code>$corneatexture.</code>}} | ||
{{MatParam|$parallaxstrength|float|How much the viewing angle should influence the positioning of the eye. Stronger values cause the iris to be smaller, but also move slower, making it seem "inset further". Default <code>0.25</code>.}} | {{MatParam|$parallaxstrength|float|How much the viewing angle should influence the positioning of the eye. Stronger values cause the iris to be smaller, but also move slower, making it seem "inset further". Default <code>0.25</code>.}} |
Revision as of 03:51, 1 May 2020
This article is about the shader. For the preceding shader, see Eyes. For the QC property of $model, see Eyeball./ For the tool, see qc_eyes.
EyeRefract
It is used to create realistic eyes, which are affected by map lighting and dynamic lighting, such as those from flashlights. This shader is a successor to the Eyes shader from Half-Life 2 .

Shader Parameters
$iris
$irisframe
$corneatexture
$corneabumpstrength
$parallaxstrength
$dilation
[[$lightwarptexture|$lightwarptexture]]
[[$envmap|$envmap]]
$glossiness
$ambientoccltexture
$ambientocclcolor
[[$ambientocclusion|$ambientocclusion]]
[[$halflambert|$halflambert]]
$raytracesphere
$spheretexkillcombo
$eyeballradius
Other Parameters
$eyeorigin
$irisu
$irisv
$intro
$warpparam
$entityorigin
Todo: Include cloak parameters in here?
Todo: Can this shader be used outside of a model with qc eyes, by using proxies (or in SFM override materials) to modify these shader values?