WorldGGX: Difference between revisions
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Bug:This shader won't receive light from env_projectedtextures like the player's flashlight. If the player is allowed to use a flashlight, the best case scenario is to only use this shader on materials in lit up areas. [todo tested in ?]
(Due to the NWI wiki being read-only, I'll be putting some modding information related to Insurgency and Day of Infamy here. First the shaders.) |
m (Oops typo.) |
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Line 15: | Line 15: | ||
;{{MatParam|$blendmap|to=$blendmap2|texture|Blend map to use for specular and parallaxing (if $parallax is 1). Can also take a height map.}} | ;{{MatParam|$blendmap|to=$blendmap2|texture|Blend map to use for specular and parallaxing (if $parallax is 1). Can also take a height map.}} | ||
;{{MatParam|$heightscale|to=$heightscale2|float|A scalar for the $blendmap(2)'s parallax effect.}} | ;{{MatParam|$heightscale|to=$heightscale2|float|A scalar for the $blendmap(2)'s parallax effect.}} | ||
;{{MatParam|$heightblend|bool|Enabling allows use of $ | ;{{MatParam|$heightblend|bool|Enabling allows use of $blendmap and $blendmap2.}} | ||
;{{MatParam|$heightblendoffset|float|Offsets the blend map, default is 0.5.}} | ;{{MatParam|$heightblendoffset|float|Offsets the blend map, default is 0.5.}} | ||
;{{MatParam|$parallax|bool|Enabling uses the blend map as a height map for a parallax effect.}} | ;{{MatParam|$parallax|bool|Enabling uses the blend map as a height map for a parallax effect.}} |
Revision as of 15:27, 2 December 2020
WorldGGX
is a material shader available in the following Source engine games:
Day of Infamy ,
Insurgency . It was first introduced in Day of Infamy and back ported to Insurgency. Displacement blending similar to WorldVertexTransition is supported.

Supported Parameters
[[$basetexture|$basetexture]]
[[$bumpmap|$bumpmap]]
[[$color2|$color2]]
[[$detail|$detail]]
[[$envmap|$envmap]]
[[$blendmodulatetexture|$blendmodulatetexture]]
Blend Mapping Parameters
Misc. Parameters
See Also
- SurfaceGGX, similar shader used for models.