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 similiar to rimlighting.
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[[Category:Shaders]] | [[Category:Shaders]] | ||
[[File:character_vs_vertexlit.jpg|thumb|Character on left, VertexLitGeneric on right.]] | [[File:character_vs_vertexlit.jpg|thumb|Character on left, VertexLitGeneric on right.]] | ||
'''Character''' is a [[material]] [[shader]] available in {{csgo}}. Shares most generic parameters of [[VertexLitGeneric]]. It takes advantage of mask textures to tune | '''Character''' is a [[material]] [[shader]] available in {{csgo}}. Shares most generic parameters of [[VertexLitGeneric]]. It takes advantage of mask textures to tune '''rimlighting''', '''phong shading''' and other parameters. | ||
{{Tip|It might be a good idea to look at Valve [[vmt]]s 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 [[vmt]]s of new Player Models inside the [[vpk]] files, to get better understanding how to structure your Character shader vmt.}} |
Revision as of 17:56, 24 April 2021
Character is a material shader available in . Shares most generic parameters of VertexLitGeneric. It takes advantage of mask textures to tune rimlighting, phong shading and other parameters.

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,as if the mask value > 0.the mask value * 3.14159 to get angle .
- Blue channel - $envmap light scale
- Alpha channel - Retroreflectivity
- $phongwarptexture
- Phong warp texture.
- $fresnelrangestexture
- BlinnPhong&AmbientReflection fresnel mapping texture
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