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.
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: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 similiar to rimlighting.
Note: Ambient Reflection is similiar to rimlighting.
		
	
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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|$rimhaloboost|float|Scale of the  | {{MatParam|$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  | {{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|$shadowrimboost|float|Extra boost for  | {{MatParam|$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
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.
. Shares most generic parameters of VertexLitGeneric. Takes advantage of mask textures to tune stuff like rimlighting, phong shading and other.
 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.
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.
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.
- $fresnelrangestexture
- [Todo]
Unique Envmap Parameters
 Note:In addition to all previous VertexLitGeneric parameters.
Note:In addition to all previous VertexLitGeneric parameters.$envmaplightscale
$envmaplightscaleminmax
Unique Phong Parameters
 Note:In addition to all previous VertexLitGeneric parameters.
Note:In addition to all previous VertexLitGeneric parameters.Unique Rimlight Parameters
 Note:In addition to all previous VertexLitGeneric parameters.
Note:In addition to all previous VertexLitGeneric parameters.$rimlightalbedo
$rimlighttint
$fakerimboost
$fakerimtint
$rimhaloboost
$rimhalobounds
Ambient Reflection Parameters
 Note: Ambient Reflection is similiar to rimlighting.
Note: Ambient Reflection is similiar to rimlighting.$ambientreflectionboost
$ambientreflectionbouncecolor
$ambientreflectionbouncecenter
Shadow Parameters
$shadowrimboost
$shadowsaturation
$shadowsaturationbounds
$shadowtint
$shadowcontrast
