Character (shader): Difference between revisions

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(Cleared up few parameters and removed few todos)
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{{MatParam|$fakerimboost|float|Controls the strength of ''fake'' rimlight that doesn't use ambient color (visible in pitch black).}}
{{MatParam|$fakerimboost|float|Controls the strength of ''fake'' rimlight that doesn't use ambient color (visible in pitch black).}}
{{MatParam|$fakerimtint|RGB matrix|Color of the ''fake'' rimlight.}}
{{MatParam|$fakerimtint|RGB matrix|Color of the ''fake'' rimlight.}}
{{MatParam|$fakerimlightscaleminmax|vector2|{{todo}}.}}
{{MatParam|$rimhaloboost|float|Scale of the rim light halo.}}
{{MatParam|$rimhaloboost|float|{{todo}}.}}
{{MatParam|$rimhalobounds|vector4|Default value <code>[0.4 0.5 0.5 0.6]</code>, Controls the blending between light levels.}}
{{MatParam|$rimhalobounds|vector4|{{todo}}.}}
===Ambient Reflection Parameters===
===Ambient Reflection Parameters===
{{MatParam|$ambientreflectionboost|float|Controls the strength of '''rimlight''' like highlights on the edges of the model.}}
{{MatParam|$ambientreflectionboost|float|Controls the strength of '''rimlight''' like highlights on the edges of the model.}}
{{MatParam|$ambientreflectionbouncecolor|RGB matrix|Color tint of the ambient reflections on the model.
{{MatParam|$ambientreflectionbouncecolor|RGB matrix|Color tint of the ambient reflections on the model.
{{MatParam|$ambientreflectionbouncecenter|vector3|{{todo}}.}}
{{MatParam|$ambientreflectionbouncecenter|vector3|{{todo}} Default value <code>[0 42 0]</code>}}
===Shadow Parameters===
===Shadow Parameters===
{{MatParam|$shadowrimboost|float|{{clarify}}Controls the strength of rimlight in dark areas.}}
{{MatParam|$shadowrimboost|float|Extra boost for rim lights in shadow.}}
{{MatParam|$shadowsaturation|float|Controls the saturation of shadows.}}
{{MatParam|$shadowsaturation|float|Controls the saturation of shadows.}}
{{MatParam|$shadowsaturationbounds|vector4|{{todo}}.}}
{{MatParam|$shadowsaturationbounds|vector4|Default value <code>[0.4 0.5 0.5 0.6]</code> controls shadow (color desaturation) blending between light to mid to dark levels.}}
{{MatParam|$shadowtint|vector4|Tints the color of shadows on the model (when in dark area).}}
{{MatParam|$shadowtint|vector4|Tints the color of shadows on the model (when in dark area).}}
{{note|Uses <code>[R G B ShadowStrength]</code> if shadow strength is 0, then the model won't be tinted in darkness.}}}}
{{note|Uses <code>[R G B ShadowStrength]</code> if shadow strength is 0, then the model won't be tinted in darkness.}}}}
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===Miscellaneous Parameters===
===Miscellaneous Parameters===
{{MatParam|$hueshiftamount|float|Changes the hue of the model.}}
{{MatParam|$hueshiftamount|float|Changes the hue of the model.}}
{{MatParam|$metalness|float|{{todo}}.
{{MatParam|$metalness|float| Metalness is just a negative multiply on the albedo.
{{note|Doesn't do anything if [[$masks1]] is used.}}}}
{{note|Doesn't do anything if [[$masks1]] is used.}}}}
{{MatParam|$warpindex|float|Changes how much the light can spread on the model, similiar to half lambert.
{{MatParam|$warpindex|float|Changes how much the light can spread on the model, similiar to half lambert.
{{note|Doesn't do anything if [[$masks1]] is used.}}}}
{{note|Doesn't do anything if [[$masks1]] is used.}}}}
{{MatParam|$anisotropyamount|float|Controls how much anisotropic lighting tints the model.}}
{{MatParam|$anisotropyamount|float|Controls how much anisotropic lighting tints the model.}}

Revision as of 19:10, 15 August 2020

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Character on left, VertexLitGeneric on right.

Character is a material shader available in Counter-Strike: Global Offensive. Shares most generic parameters of VertexLitGeneric. Takes advantage of mask textures to tune stuff like rimlighting, phong shading and other.

Supported Parameters

Textures & Masks

$basetexture
Diffuse mask.
$bumpmap
Normal map.
$envmap
Specular reflection mask.
$masks1
Red channel - $rimlight mask
Green channel - Phong Albedo mask
Blue channel - $metalness mask
Alpha channel - $warpindex mask
$masks2
Red channel - Shadow saturation mask
Green channel - Angle of Anisotropy
Blue channel - $envmap light scale
Alpha channel - Retroreflectivity
$phongwarptexture
Phong warp texture.
$fresnelrangestexture
[Todo]

Unique Envmap Parameters

Note.pngNote:In addition to all previous VertexLitGeneric parameters.

$envmaplightscale $envmaplightscaleminmax

Unique Phong Parameters

Note.pngNote:In addition to all previous VertexLitGeneric parameters.

$phongalbedoboost

Unique Rimlight Parameters

Note.pngNote:In addition to all previous VertexLitGeneric parameters.

$rimlightalbedo $rimlighttint $fakerimboost $fakerimtint $rimhaloboost $rimhalobounds

Ambient Reflection Parameters

$ambientreflectionboost $ambientreflectionbouncecolor $shadowcontrast

Miscellaneous Parameters

$hueshiftamount $metalness $warpindex $anisotropyamount