LightmappedReflective: Difference between revisions
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Important:This shader must be used on a brush tied to a func_reflective_glass, or the real time reflections will fail to work and it will be rendered as a plain brush.
Bug: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 ?]
Bug: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. This is fixed in
[todo tested in ?]
Warning: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. This second bug has carried over into
and
Warning:$bumpmap is NOT supported! $normalmap must be used!
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{{format|type=s0|since=Source 2007|$LightmappedReflective}}{{confirm}} This shader renders real-time reflection and refractions similar to [[Water (shader)]]. | {{format|type=s0|since=Source 2007|$LightmappedReflective}}{{confirm}} This shader renders real-time reflection and refractions similar to [[Water (shader)]]. | ||
: {{warning|All parameters listed in the example (except [[$bumpframe]], [[%tooltexture]] and [[$surfaceprop]]) must be included when used, or [[func_reflective_glass]] may not work properly. Counter-Strike:Global Offensive additionally requires $translucent.}} | : {{warning|All parameters listed in the example (except [[$bumpframe]], [[%tooltexture]] and [[$surfaceprop]]) must be included when used, or [[func_reflective_glass]] may not work properly. Counter-Strike:Global Offensive additionally requires $translucent.}} | ||
{{Important|This shader <b><i>must</i></b> be used on a brush tied to a {{ent|func_reflective_glass}}, or the real time reflections will fail to work and it will be rendered as a plain brush.}} | |||
[[Category:Shaders]] | [[Category:Shaders]] | ||
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{{bug|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?)}} | {{bug|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?)}} | ||
{{bug|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.}} | {{bug|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. This is fixed in {{p2ce}}}} | ||
{{warning|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.}} | {{warning|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. This second bug has carried over into {{p2}} and {{p2ce}}}} | ||
== Shader parameters == | == Shader parameters == | ||
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{{MatParam|$translucent|boolean|Will make the surface both reflective and transparent dependent on the angle and distance of view. | {{MatParam|$translucent|boolean|Will make the surface both reflective and transparent dependent on the angle and distance of view. | ||
: {{warning| Must be set to "1" in Counter-Strike:Global Offensive, or the entity shifts its origin to [0 0 0]. | : {{warning| Must be set to "1" in Counter-Strike:Global Offensive, or the entity shifts its origin to [0 0 0]. | ||
::{{note| | ::{{note|Fixed in {{Strata|3.1}}}}}}}} |
Revision as of 21:32, 28 August 2023
Template:Format[confirm] This shader renders real-time reflection and refractions similar to Water (shader).
Warning: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" }






Shader parameters
Textures

$basetexture
$normalmap
$bumpframe
$bumptransform
Reflection
$reflecttexture
$reflectamount
$reflecttint
$reflectance
$envmapmask
$minreflectivity
$maxreflectivity
Refraction
$refracttexture
$refractamount
$refracttint