Character (shader): Difference between revisions
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Tip:It might be a good idea to look at Valve vmts of new Player Models inside the vpk files, to get better understanding how to structure your Character shader vmt.
Note:In addition to all previous VertexLitGeneric parameters.
Note:In addition to all previous VertexLitGeneric parameters.
Note:In addition to all previous VertexLitGeneric parameters.
Note: Ambient Reflection is a different version of rim lighting, one that uses Ambient light information.
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{{MatParam|$fakerimtint|RGB matrix|Color of the ''fake'' rimlight.}} | {{MatParam|$fakerimtint|RGB matrix|Color of the ''fake'' rimlight.}} | ||
{{MatParam|$rimhaloboost|float|Scale of the rim light halo.}} | {{MatParam|$rimhaloboost|float|Scale of the rim light halo.}} | ||
{{MatParam|$rimhalobounds|vector4|Default value <code>[0.4 0.5 0.5 0.6]</code> | {{MatParam|$rimhalobounds|vector4|Default value <code>[0.4 0.5 0.5 0.6]</code> controls the blending between light levels.}} | ||
===Ambient Reflection Parameters=== | ===Ambient Reflection Parameters=== | ||
{{MatParam|$ambientreflectionboost|float|Controls the strength of | {{Note| Ambient Reflection is a different version of rim lighting, one that uses [[Ambient light]] information.}} | ||
{{MatParam|$ambientreflectionbouncecolor|RGB matrix|Color tint of the ambient reflections on the model. | {{MatParam|$ambientreflectionboost|float|Controls the strength of ambient light on the model.}} | ||
{{MatParam|$ambientreflectionbouncecolor|RGB matrix|Color tint of the ambient reflections on the model.}} | |||
{{MatParam|$ambientreflectionbouncecenter|vector3|{{todo}} Default value <code>[0 42 0]</code>}} | {{MatParam|$ambientreflectionbouncecenter|vector3|{{todo}} Default value <code>[0 42 0]</code>}} | ||
===Shadow Parameters=== | ===Shadow Parameters=== | ||
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{{MatParam|$shadowsaturation|float|Controls the saturation of shadows.}} | {{MatParam|$shadowsaturation|float|Controls the saturation of shadows.}} | ||
{{MatParam|$shadowsaturationbounds|vector4|Default value <code>[0.4 0.5 0.5 0.6]</code> controls shadow (color desaturation) blending between light to mid to dark levels.}} | {{MatParam|$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|$shadowtint|vector4|Tints the color of shadows on the model | {{MatParam|$shadowtint|vector4|Tints the color of shadows on the model. Uses <code>[R G B A]</code>, alpha is shadow strength.}} | ||
{{MatParam|$shadowcontrast|float|Controls the contrast of shadows.}} | {{MatParam|$shadowcontrast|float|Controls the contrast of shadows.}} | ||
===Miscellaneous Parameters=== | ===Miscellaneous Parameters=== |
Revision as of 19:27, 15 August 2020
Character is a material shader available in . 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

$envmaplightscale
$envmaplightscaleminmax
Unique Phong Parameters

Unique Rimlight Parameters

$rimlightalbedo
$rimlighttint
$fakerimboost
$fakerimtint
$rimhaloboost
$rimhalobounds
Ambient Reflection Parameters

$ambientreflectionboost
$ambientreflectionbouncecolor
$ambientreflectionbouncecenter
Shadow Parameters
$shadowrimboost
$shadowsaturation
$shadowsaturationbounds
$shadowtint
$shadowcontrast