EyeRefract: Difference between revisions
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Bug:Although this shader has support for $emissiveblend, it is not fully implemented and does not work properly. [todo tested in ?]
Bug:The shader doesn't work in
Counter-Strike: Global Offensive, where eyes are always directed to the map's center. Standard models use static eyes. [todo tested in ?]
Confirm:is this just CS:GO, or is it all
CS:GO engine branch games?
Kestrelguy (talk | contribs) m (added language bar.) |
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[[File:Eyerefract.jpg|right|300px]] | [[File:Eyerefract.jpg|right|300px]] | ||
{{For|about=the shader|the preceding shader|{{ent|Eyes}}|the [[QC]] property of {{ent|$model}}|[[Eyeball]]|the tool|[[qc_eyes]]}} | {{For|about=the shader|the preceding shader|{{ent|Eyes}}|the [[QC]] property of {{ent|$model}}|[[Eyeball]]|the tool|[[qc_eyes]]}} |
Revision as of 06:34, 5 February 2023


This article is about the shader. For the preceding shader, see Eyes. For the QC property of $model, see Eyeball./ For the tool, see qc_eyes.
EyeRefract
It is used to create realistic eyes, which are affected by map lighting and dynamic lighting, such as those from flashlights. This shader is a successor to the Eyes shader from Source 2004.





Shader Parameters
$iris
$irisframe
$corneatexture
$corneabumpstrength
$parallaxstrength
$dilation
[[$lightwarptexture|$lightwarptexture]]
[[$envmap|$envmap]]
$glossiness
$ambientoccltexture
$ambientocclcolor
[[$ambientocclusion|$ambientocclusion]]
[[$halflambert|$halflambert]]
$raytracesphere
$spheretexkillcombo
$eyeballradius
Other Parameters
$eyeorigin
$irisu
$irisv
$intro
$warpparam
$entityorigin
Todo: Include cloak parameters in here?
Todo: Can this shader be used outside of a model with qc eyes, by using proxies (or in SFM override materials) to modify these shader values?