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:In
Black Mesa this shader is missed after update with deferred render, you forced to use 3D Skybox with logic_measure_movement to simulate reflection or use water shader. [todo tested in ?]
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! $normalmap must be used!
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: {{warning|All parameters listed in the example (except [[$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.}} | {{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.}} | ||
{{Bug|In {{Bms|4}} this shader is missed after update with deferred render, you forced to use [[3D Skybox]] with [[logic_measure_movement]] to simulate reflection or use water [[shader]].}} | |||
[[Category:Shaders]] | [[Category:Shaders]] | ||
Revision as of 05:07, 23 November 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