$rimlight: Difference between revisions
Jump to navigation
Jump to search
Note:Requires $phong to be set to 1.
Rush Freak (talk | contribs) m (Removed nonexistant bug, client error) |
m ($rimlightexponent has no effect in HLMV) |
||
Line 26: | Line 26: | ||
== Additional parameters == | == Additional parameters == | ||
{{MatParam|$rimlightexponent|int|Exponent for phong component of rim lighting. The rim exponent defines the "tightness" of the highlight. A higher exponent results in a smaller, tighter highlight while a lower exponent results in a broader flatter one.}} | {{MatParam|$rimlightexponent|int|Exponent for phong component of rim lighting. The rim exponent defines the "tightness" of the highlight. A higher exponent results in a smaller, tighter highlight while a lower exponent results in a broader flatter one. {{bug|Appears to have no effect in HLMV.}}}} | ||
{{MatParam|$rimlightboost|int|Boost for ambient cube component of rim lighting.}} | {{MatParam|$rimlightboost|int|Boost for ambient cube component of rim lighting.}} | ||
{{MatParam|$rimmask|bool|Uses the alpha channel of the $phongexponenttexture to mask rimlighting.}} | {{MatParam|$rimmask|bool|Uses the alpha channel of the $phongexponenttexture to mask rimlighting.}} |
Revision as of 06:50, 15 June 2020
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