LightmappedReflective: Difference between revisions

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{{MatParam|$basetexture|texture|Albedo texture, optional.}}
{{MatParam|$basetexture|texture|Albedo texture, optional.}}
{{MatParam|[[normalmap|$normalmap]]|texture|[[bump map]], per-pixel warping of the reflection}}
{{MatParam|$normalmap|texture|[[bump map]], per-pixel warping of the reflection}}
{{MatParam|$bumpframe|int|Frame to start the animated du/dv map and bump map on, respectively. Somewhat confusingly, <code>$bumpframe</code> affects <code>$''normal''map</code>, which should be pointing to a [[bump map]].}}
{{MatParam|$bumpframe|int|Frame to start the animated du/dv map and bump map on, respectively. Somewhat confusingly, <code>$bumpframe</code> affects <code>$''normal''map</code>, which should be pointing to a [[bump map]].}}
{{MatParam|$bumptransform|matrix|Transforms the bump map texture.
{{MatParam|$bumptransform|matrix|Transforms the bump map texture.

Revision as of 18:20, 23 August 2023

LightmappedReflective is the shader used by func_reflective_glass. This shader renders real-time reflection and refractions similar to Water (shader).

Warning.pngWarning:All parameters listed in the example (except $bumpframe, %tooltexture and $surfaceprop) must be included when used, or func_reflective_glass may not work properly. Counter-Strike:Global Offensive additionally requires $translucent.

Example

The example shown here is materials/glass/reflectiveglass001.vmt

"lightmappedreflective"
{
	"%tooltexture" "dev/flat_normal"
	"$refracttexture" "_rt_WaterRefraction"
	"$refractamount" "0"
	"$refracttint" "[.5 .5 .6]"

	"$reflecttexture" "_rt_WaterReflection"
	"$reflectamount" "0"
	"$reflecttint" "[1 1 1]"

	"$fresnelpower" "0"
	"$minreflectivity" "0.8"
	"$maxreflectivity" "1.0"
	
	"$normalmap" "dev/flat_normal"

	"$surfaceprop" "glass"
	"$bumpframe" "0"
}
Icon-Bug.pngBug:Adding proxies to a lightmappedreflective causes the texture to not be drawn. (Could this be because it includes some default proxy in order for it to work, and once there is a user-defined proxy, those "behind the scenes" proxies are no longer there?)  [todo tested in ?]
Icon-Bug.pngBug:If there is a portal in the reflection in Portal 2 and Portal 2 branch games, it will cause the game to crash. Almost works in The Beginner Guide under the same conditions.  [todo tested in ?]
Warning.pngWarning:Although this is functional in Portal 1, the reflection does not update when viewed through portals and portals will only update in the reflection if both of them are visible to you and to the func_reflective glass. Also, if the portals are rotated differently and viewed through the func_reflective_glass, the portals will display incorrectly.

Shader parameters

Textures

$basetexture $normalmap $bumpframe $bumptransform

Reflection

$reflecttexture $reflectamount $reflecttint $reflectance $envmapmask $minreflectivity $maxreflectivity

Refraction

$refracttexture $refractamount $refracttint

Other

$surfaceprop %tooltexture $fresnelpower $translucent