WorldGGX: Difference between revisions

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m (Oops typo.)
m (Forgot type for $lumroughness.)
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;{{MatParam|$roughnessmultiplier|float|Multiplier for roughness.  {{TODO|More detail, what is roughness?}} }}
;{{MatParam|$roughnessmultiplier|float|Multiplier for roughness.  {{TODO|More detail, what is roughness?}} }}
;{{MatParam|$lumroughness||Enabling makes use of the luminance to affect the roughness, default is 0. {{TODO|More detail, luminance of the $basetexture?}} }}
;{{MatParam|$lumroughness|bool|Enabling makes use of the luminance to affect the roughness, default is 0. {{TODO|More detail, luminance of the $basetexture?}} }}


== See Also ==
== See Also ==
*{{ent|SurfaceGGX}}, similar shader used for models.
*{{ent|SurfaceGGX}}, similar shader used for models.

Revision as of 15:28, 2 December 2020

WorldGGX is a material shader available in the following Source engine games: Day of Infamy Day of Infamy , Insurgency Insurgency . It was first introduced in Day of Infamy and back ported to Insurgency. Displacement blending similar to WorldVertexTransition is supported.

Icon-Bug.pngBug: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 ?]

Supported Parameters

[[$basetexture|$basetexture]]
[[$bumpmap|$bumpmap]]
[[$color2|$color2]]
[[$detail|$detail]]
[[$envmap|$envmap]]
[[$blendmodulatetexture|$blendmodulatetexture]]

Blend Mapping Parameters

$blendmap
$heightscale
$heightblend
$heightblendoffset
$parallax
$selfshadow

Misc. Parameters

$roughnessmultiplier
$lumroughness

See Also