$treesway: Difference between revisions

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{{warning|Due to the way bumped lighting is calculated, <code>$treesway</code> will not sway materials which use {{ent|$bumpmap}}.}}
{{warning|Due to the way bumped lighting is calculated, <code>$treesway</code> will not sway materials which use {{ent|$bumpmap}}.}}
{{note|This shader parameter is disabled by default in the {{as}} SDK. It can re-enabled by modding.}}
{{note|This shader parameter is disabled by default in the {{as}} SDK. It can re-enabled by modding.}}
{{bug|This shader parameter does not work with [[$detail#Parameters and Effects|$detailtexturetransform]].}}
{{bug|In {{GMOD}}{{mapbase}}, using a shadow-casting [[env_projectedtexture|projected texture]] on materials with this parameter will cause flickering. As a workaround, try to keep trees away from where player flashlights can reach. {{ent|$halflambert}} may also partially fix the issue.}}
{{bug|In {{GMOD}}{{mapbase}}, using a shadow-casting [[env_projectedtexture|projected texture]] on materials with this parameter will cause flickering. As a workaround, try to keep trees away from where player flashlights can reach. {{ent|$halflambert}} may also partially fix the issue.}}
{{bug|In {{mapbase}}, using a shadow-casting [[env_projectedtexture|projected texture]] will cause shadows not reacting to <code>$treesway</code>, shadows don't move, expect in {{gmod}}.}}
{{bug|In {{mapbase}}, using a shadow-casting [[env_projectedtexture|projected texture]] will cause shadows not reacting to <code>$treesway</code>, shadows don't move, expect in {{gmod}}.}}

Revision as of 11:59, 16 February 2023

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Tree with treesway on de_lake in CS:GO (click on image for gif to play).

Template:Shaderparam It is also available in Team Fortress 2Black MesaGarry's ModMapbase. In Garry's ModMapbase, it can also be used for UnlitGeneric.

$treesway morphs a material around using the parameters of an env_wind entity to give the appearance of tree leaves and foilage blowing in the wind. The subparameters of $treesway determine how much the env_wind entity should affect the morphing, and all of them (except $treeswaystatic) must be specified in order for the effect to work properly. This shader parameter assumes any model using it is facing upwards.

Warning.pngWarning:Due to the way bumped lighting is calculated, $treesway will not sway materials which use $bumpmap.
Note.pngNote:This shader parameter is disabled by default in the Alien Swarm SDK. It can re-enabled by modding.
Icon-Bug.pngBug:This shader parameter does not work with $detailtexturetransform.  [todo tested in ?]
Icon-Bug.pngBug:In Garry's ModMapbase, using a shadow-casting projected texture on materials with this parameter will cause flickering. As a workaround, try to keep trees away from where player flashlights can reach. $halflambert may also partially fix the issue.  [todo tested in ?]
Icon-Bug.pngBug:In Mapbase, using a shadow-casting projected texture will cause shadows not reacting to $treesway, shadows don't move, expect in Garry's Mod.  [todo tested in ?]
Todo: What about $singlepassflashlight and $flashlightnolambert?

Parameters

$treesway $treeswayheight $treeswaystartheight $treeswayradius $treeswaystartradius $treeswayspeed $treeswaystrength $treeswayscrumblespeed $treeswayscrumblestrength $treeswayscrumblefrequency $treeswayfalloffexp $treeswayscrumblefalloffexp $treeswayspeedhighwindmultipler $treeswayspeedlerpstart $treeswayspeedlerpend $treeswaystatic $treeswaystaticvalues

See Also

https://gamebanana.com/tuts/12924 - How to achieve a similar effect without $treeSway, on all source engine games