$lightwarptexture: Difference between revisions
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Important:
Important:Make sure the texture is clamped in the VTF otherwise it will render incorrectly.
Important:
Warning: This means that all parameters that don't work with $bumpmap also won't work with
Note:Does not work without $phong on VertexLitGeneric in
Counter-Strike: Source and
CS:GO engine branch.
Note:
CS:GO engine branch.
Bug:Does not work when using $detail or $bumpmap2 on both LightmappedGeneric and WorldVertexTransition. [todo tested in ?]
Bug:Does not work when using $selfillumfresnel without also using $phong. [todo tested in ?]
Bug:Does not work when using $seamless_scale. [todo tested in ?]
Tip:Use an uncompressed BGR888 texture to avoid color banding on lighting gradients.
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[[File:Lightwarp snow.jpg|thumb|200px|The technique was first used in {{dods|2}}'s snow maps, such as Kalt.]] | [[File:Lightwarp snow.jpg|thumb|200px|The technique was first used in {{dods|2}}'s snow maps, such as Kalt.]] | ||
[[File:Lightwarp heavy.png|thumb|150px|<code>$lightwarptexture</code> is a cornerstone of {{tf2|2}}'s illustrative character rendering.]] | [[File:Lightwarp heavy.png|thumb|150px|<code>$lightwarptexture</code> is a cornerstone of {{tf2|2}}'s illustrative character rendering.]] |
Revision as of 01:21, 4 January 2024

The technique was first used in
Day of Defeat: Source's snow maps, such as Kalt.

Template:Shaderparam It tints texels depending on their brightness. It can be thought of as localized color correction.
Caveats

$lightwarptexture
must be specified after all other textures, otherwise it will overwrite them.

$lightwarptexture
on VertexLitGeneric requires a $bumpmap. If not specified, a default one will be used instead! It will be as if a $bumpmap is in the VMT!
$lightwarptexture
.- $detailblendmode 5-9 won't work - 5 & 6 will work when $phong is used.
- $envmapmask won't work, except in
Mapbase.
- $selfillum_envmapmask_alpha doesn't work in any branch.




$lightwarptexture
does not seem to exist at all for LightmappedGeneric in 



Lightwarp textures
A lightwarp texture is a one-dimensional strip of pixels. Dark texels will be tinted with the colour on the left-hand side, and bright texels with the colour on the right. 50% gray means no tint.

Examples
snow_warp
- This is the lightwarp texture used in the
Day of Defeat: Source screen to the right. It is designed to add a subtle bluish tint to darker snow without affecting brighter regions.
pyro_lightwarp
- This is applied to all
Team Fortress 2 characters, not just the Pyro. It creates the high-contrast shadows with red-tinged terminators typical of the illustrative art the game apes.
- Posterized
- This custom warp texture creates a posterized "line art" style. Enabling lightwarp alone isn't enough however: ambient lighting must be at 0 to make unlit areas black, and world lighting must become viewer-dependent to ensure that shadows are always cast.
Cel Shading
- Cel shading can make objects look more cartoony by replacing the smooth lighting gradient with sharp steps.
Other possible uses of $lightwarptexture
include contrast enhancement, tweaking vertex lighting shadow transitions, highlight softening, and more.