Character (shader): Difference between revisions

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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|$rimhaloboost|float|Scale of the rim light halo.}}
{{MatParam|$rimhaloboost|float|Scale of the rimlight halo.}}
{{MatParam|$rimhalobounds|vector4|Default value <code>[0.4 0.5 0.5 0.6]</code> controls the blending between light levels.}}
{{MatParam|$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===
{{Note| Ambient Reflection is a different version of rim lighting, one that uses [[Ambient light]] information.}}
{{Note| Ambient Reflection is similiar to rimlighting.}}
{{MatParam|$ambientreflectionboost|float|Controls the strength of ambient light on the model.}}
{{MatParam|$ambientreflectionboost|float|Controls the strength of ambient light on the model.}}
{{MatParam|$ambientreflectionbouncecolor|RGB matrix|Color tint of the ambient reflections on the model.}}
{{MatParam|$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===
{{MatParam|$shadowrimboost|float|Extra boost for rim lights in shadow.}}
{{MatParam|$shadowrimboost|float|Extra boost for rimlight in shadow.}}
{{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.}}

Revision as of 19:30, 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.

Tip.pngTip: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.


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

Note.pngNote: Ambient Reflection is similiar to rimlighting.

$ambientreflectionboost $ambientreflectionbouncecolor $ambientreflectionbouncecenter

Shadow Parameters

$shadowrimboost $shadowsaturation $shadowsaturationbounds $shadowtint $shadowcontrast

Miscellaneous Parameters

$hueshiftamount $metalness $warpindex $anisotropyamount