$maxfogdensityscalar: Difference between revisions

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The $maxfogdensityscalar when specified in a VertexLitGeneric material modulates the amount of fog the material receives.  
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{{Shaderparam|$maxfogdensityscalar|game=Left 4 Dead 2|shader1=VertexLitGeneric}}It modulates the amount of fog the material receives.  


{{tip|$maxfogdensityscalar is useful for modulating lit materials in foggy maps. For example in L4D2's Hard Rain campaign, this is used on the gas station in the 3D skybox to make it visible as a landmark through opaque fog.}}
{{tip|<code>maxfogdensityscalar</code> is useful for modulating lit materials in foggy maps. For example in L4D2's Hard Rain campaign, this is used on the gas station in the 3D skybox to make it visible as a landmark through opaque fog.}}


== Usage ==
== Usage ==
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== Caveats ==
== Caveats ==
Only tested in L4D2, support in other games not verified. Not known if its cheap or expensive.
Only tested in {{l4d2|2}}, support in other games not verified. Not known how cheap or expensive it is.


Does not work in Team Fortress 2.
Does not work in {{tf2|2}}.

Revision as of 14:08, 10 May 2022

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Template:ShaderparamIt modulates the amount of fog the material receives.

Tip.pngTip:maxfogdensityscalar is useful for modulating lit materials in foggy maps. For example in L4D2's Hard Rain campaign, this is used on the gas station in the 3D skybox to make it visible as a landmark through opaque fog.

Usage

$maxfogdensityscalar "0.97"

Caveats

Only tested in Left 4 Dead 2 Left 4 Dead 2, support in other games not verified. Not known how cheap or expensive it is.

Does not work in Team Fortress 2 Team Fortress 2.