List of shader parameters: Difference between revisions
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{{Stub}} | |||
This page serves the purpose of being an exhaustive list of all shader parameters for material creators | |||
List of Parameters | |||
* [[$2basetexture]] | |||
* [[$a_b_halfwidth]] | |||
* [[$a_b_noise]] | |||
* [[$a_s_halfwidth]] | |||
* [[$a_s_noise]] | |||
* [[$a_t_halfwidth]] | |||
* [[$a_threshold]] | |||
* [[$abstmp]] | |||
* [[$additive]] | |||
* [[$alpha]] | |||
* [[$alpha_bias]] | |||
* [[$alphatest]] | |||
* [[$animatedtextureframenumvar]] | |||
* [[$animatedtextureframerate]] | |||
* [[$animatedtexturevar]] | |||
* [[$basetexture]] | |||
* [[$basetexture2]] | |||
* [[$basetextureoffset]] | |||
* [[$basetexturescale]] | |||
* [[$basetexturetransform]] | |||
* [[$basetexturetransform2]] | |||
* [[$bluramount]] | |||
* [[$blurtexture]] | |||
* [[$bottommaterial]] | |||
* [[$brightness]] | |||
* [[$bumpbasetexture2withbumpmap]] | |||
* [[$bumpframe]] | |||
* [[$bumpmap]] | |||
* [[$bumpoffset]] | |||
* [[$bumpscale]] | |||
* [[$bumptransform]] | |||
* [[$cheapwaterenddistance]] | |||
* [[$cheapwaterstartdistance]] | |||
* [[$clientshader]] | |||
* [[$cloudalphatexture]] | |||
* [[$cloudscale]] | |||
* [[$color]] | |||
* [[$comparez]] | |||
* [[$crackmaterial]] | |||
* [[$decalfadeduration]] | |||
* [[$decalfadetime]] | |||
* [[$decalscale]] | |||
* [[$decalsecondpass]] | |||
* [[$detail]] | |||
* [[$detail2]] | |||
* [[$detailframe]] | |||
* [[$detailscale]] | |||
* [[$detailscale2]] | |||
* [[$dudvframe]] | |||
* [[$dudvmap]] //a type of texture map used on a refration shader, use nvidia plugin for pshop to create | |||
* [[$dummyvar]] | |||
* [[$env_cubemap]] //sets certain properties to use ingame cubemaps eg. $envmap env_cubemap]] | |||
* [[$envcontrast]] | |||
* [[$envmap]] | |||
* [[$envmapcontrast]] | |||
* [[$envmapframe]] | |||
* [[$envmapmask]] | |||
* [[$envmapmaskframe]] | |||
* [[$envmapmaskscale]] | |||
* [[$envmapmasktransform]] | |||
* [[$envmapsaturation]] | |||
* [[$envmaptint]] | |||
* [[$eyeorigin]] | |||
* [[$eyeup]] | |||
* [[$fadeoutonsilhouette]] | |||
* [[$falloffamount]] | |||
* [[$falloffdistance]] | |||
* [[$falloffoffset]] | |||
* [[$fbtexture]] | |||
* [[$fixedfunction]] | |||
* [[$flags]] | |||
* [[$flags_defined]] | |||
* [[$flags_defined2]] | |||
* [[$flags2]] | |||
* [[$fogcolor]] | |||
* [[$fogenable]] | |||
* [[$fogend]] | |||
* [[$fogstart]] | |||
* [[$forcecheap]] | |||
* [[$forceexpensive]] | |||
* [[$forward]] | |||
* [[$frame]] | |||
* [[$frame2]] | |||
* [[$frametexture]] | |||
* [[$fresnelreflection]] | |||
* [[$glassenvmap]] | |||
* [[$glassenvmaptint]] | |||
* [[$glint]] | |||
* [[$glintu]] | |||
* [[$glintv]] | |||
* [[$gradienttexture]] | |||
* [[$halfwidth]] | |||
* [[$hasselfillum]] | |||
* [[$ignorevertexcolors]] | |||
* [[$illumfactor ]] | |||
* [[$iris]] | |||
* [[$irisframe]] | |||
* [[$irisu]] | |||
* [[$irisv]] | |||
* [[$j_b_halfwidth]] | |||
* [[$j_b_noise]] | |||
* [[$j_basescale]] | |||
* [[$j_s_halfwidth]] | |||
* [[$j_s_noise]] | |||
* [[$j_t_halfwidth]] | |||
* [[$j_threshold]] | |||
* [[$leakamount]] | |||
* [[$leakcolor]] | |||
* [[$leakforce]] | |||
* [[$leaknoise]] | |||
* [[$lights]] | |||
* [[$maskscale]] | |||
* [[$maxlight]] | |||
* [[$mean]] | |||
* [[$micros]] | |||
* [[$micros_frame]] | |||
* [[$micros_transform]] | |||
* [[$minlight]] | |||
* [[$mod2x]] | |||
* [[$modelmaterial]] | |||
* [[$multiply]] | |||
* [[$multiplyby_max_hdr_overbright]] | |||
* [[$multiplybyalpha]] | |||
* [[$multiplybycolor]] | |||
* [[multipass]] 1 //in glasswindowbreak070a : guess that it allows decals or multiple textures to overlay on it. | |||
* [[$nocompress]] | |||
* [[$nocull]] | |||
* [[$noisechoice]] | |||
* [[$normal]] | |||
* [[$normalmap]] | |||
* [[$normalmapenvmask]] | |||
* [[$noscale]] | |||
* [[$one]] | |||
* [[$passcount]] | |||
* [[$polyoffset]] | |||
* [[$pulserate]] | |||
* [[$reflectamount]] | |||
* [[$reflectentities]] | |||
* [[$reflecttexture]] | |||
* [[$reflecttint]] | |||
* [[$refractamount]] //change how much the shader refracts. Decimal value | |||
* [[$refractionamount]] | |||
* [[$refracttexture]] | |||
* [[$refracttint]] //change the hue of the refration | |||
* [[$refracttinttexture]] //use a texture map to change the hue of the refraction | |||
* [[$refracttinttextureframe]] | |||
* [[$scale]] | |||
* [[$selfillumtexture]] | |||
* [[$selfillumtextureframe]] | |||
* [[$selfillumtint]] | |||
* [[$shaderprop]] | |||
* [[$spriteframe]] | |||
* [[$spriteorientation]] | |||
* [[$spriteorigin]] | |||
* [[$spriterendermode]] | |||
* [[$subdivsize]] | |||
* [[$surfaceprop]] | |||
* [[$surfaceprop2]] | |||
* [[$temp]] | |||
* [[$temp1]] | |||
* [[$temp2]] | |||
* [[$tempvec]] | |||
* [[$tex2offset]] | |||
* [[$tex2scale]] | |||
* [[$texoffset]] | |||
* [[$texscale]] | |||
* [[$texture2]] | |||
* [[$texture2scale]] | |||
* [[$texture2transform]] | |||
* [[$time]] | |||
* [[$tooltexture]] | |||
* [[$translucent]] | |||
* [[$translucent_material]] //best guess is, use a grayscale image instead of $basetexture for transp. | |||
* [[$translucentgoo]] | |||
* [[$unlitfactor]] | |||
* [[$usebumpmap]] | |||
* [[$usingpixelshader]] | |||
* [[$waterdepth]] | |||
* [[$wave]] | |||
* [[$wetbrightnessfactor]] | |||
* [[$writeZ]] | |||
* [[$xo_b_halfwidth]] | |||
* [[$xo_b_noise]] | |||
* [[$xo_s_halfwidth]] | |||
* [[$xo_s_noise]] | |||
* [[$xo_t_halfwidth]] | |||
* [[$xo_threshold]] | |||
* [[$zero]] |
Revision as of 12:16, 2 November 2023
This page serves the purpose of being an exhaustive list of all shader parameters for material creators
List of Parameters
- $2basetexture
- $a_b_halfwidth
- $a_b_noise
- $a_s_halfwidth
- $a_s_noise
- $a_t_halfwidth
- $a_threshold
- $abstmp
- $additive
- $alpha
- $alpha_bias
- $alphatest
- $animatedtextureframenumvar
- $animatedtextureframerate
- $animatedtexturevar
- $basetexture
- $basetexture2
- $basetextureoffset
- $basetexturescale
- $basetexturetransform
- $basetexturetransform2
- $bluramount
- $blurtexture
- $bottommaterial
- $brightness
- $bumpbasetexture2withbumpmap
- $bumpframe
- $bumpmap
- $bumpoffset
- $bumpscale
- $bumptransform
- $cheapwaterenddistance
- $cheapwaterstartdistance
- $clientshader
- $cloudalphatexture
- $cloudscale
- $color
- $comparez
- $crackmaterial
- $decalfadeduration
- $decalfadetime
- $decalscale
- $decalsecondpass
- $detail
- $detail2
- $detailframe
- $detailscale
- $detailscale2
- $dudvframe
- $dudvmap //a type of texture map used on a refration shader, use nvidia plugin for pshop to create
- $dummyvar
- $env_cubemap //sets certain properties to use ingame cubemaps eg. $envmap env_cubemap]]
- $envcontrast
- $envmap
- $envmapcontrast
- $envmapframe
- $envmapmask
- $envmapmaskframe
- $envmapmaskscale
- $envmapmasktransform
- $envmapsaturation
- $envmaptint
- $eyeorigin
- $eyeup
- $fadeoutonsilhouette
- $falloffamount
- $falloffdistance
- $falloffoffset
- $fbtexture
- $fixedfunction
- $flags
- $flags_defined
- $flags_defined2
- $flags2
- $fogcolor
- $fogenable
- $fogend
- $fogstart
- $forcecheap
- $forceexpensive
- $forward
- $frame
- $frame2
- $frametexture
- $fresnelreflection
- $glassenvmap
- $glassenvmaptint
- $glint
- $glintu
- $glintv
- $gradienttexture
- $halfwidth
- $hasselfillum
- $ignorevertexcolors
- $illumfactor
- $iris
- $irisframe
- $irisu
- $irisv
- $j_b_halfwidth
- $j_b_noise
- $j_basescale
- $j_s_halfwidth
- $j_s_noise
- $j_t_halfwidth
- $j_threshold
- $leakamount
- $leakcolor
- $leakforce
- $leaknoise
- $lights
- $maskscale
- $maxlight
- $mean
- $micros
- $micros_frame
- $micros_transform
- $minlight
- $mod2x
- $modelmaterial
- $multiply
- $multiplyby_max_hdr_overbright
- $multiplybyalpha
- $multiplybycolor
- multipass 1 //in glasswindowbreak070a : guess that it allows decals or multiple textures to overlay on it.
- $nocompress
- $nocull
- $noisechoice
- $normal
- $normalmap
- $normalmapenvmask
- $noscale
- $one
- $passcount
- $polyoffset
- $pulserate
- $reflectamount
- $reflectentities
- $reflecttexture
- $reflecttint
- $refractamount //change how much the shader refracts. Decimal value
- $refractionamount
- $refracttexture
- $refracttint //change the hue of the refration
- $refracttinttexture //use a texture map to change the hue of the refraction
- $refracttinttextureframe
- $scale
- $selfillumtexture
- $selfillumtextureframe
- $selfillumtint
- $shaderprop
- $spriteframe
- $spriteorientation
- $spriteorigin
- $spriterendermode
- $subdivsize
- $surfaceprop
- $surfaceprop2
- $temp
- $temp1
- $temp2
- $tempvec
- $tex2offset
- $tex2scale
- $texoffset
- $texscale
- $texture2
- $texture2scale
- $texture2transform
- $time
- $tooltexture
- $translucent
- $translucent_material //best guess is, use a grayscale image instead of $basetexture for transp.
- $translucentgoo
- $unlitfactor
- $usebumpmap
- $usingpixelshader
- $waterdepth
- $wave
- $wetbrightnessfactor
- $writeZ
- $xo_b_halfwidth
- $xo_b_noise
- $xo_s_halfwidth
- $xo_s_noise
- $xo_t_halfwidth
- $xo_threshold
- $zero