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EyeRefract: Difference between revisions

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m (fixes formatation at $lightwarptexture $envmap $ambientocclusion and $halflambert)
m (Updated old entity format to {{this is a}}. This action was perfomed by a bot.)
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[[File:Eyerefract.jpg|right|300px]]
[[File:Eyerefract.jpg|right|300px]]
{{For|about=the shader|the preceding shader|{{ent|Eyes}}|the [[QC]] property of {{ent|$model}}|[[Eyeball]]|the tool|[[qc_eyes]]}}
{{For|about=the shader|the preceding shader|{{ent|Eyes}}|the [[QC]] property of {{ent|$model}}|[[Eyeball]]|the tool|[[qc_eyes]]}}
{{Format|EyeRefract|since=Source 2007|type=s1}} It is used to create realistic eyes, which are affected by map lighting and dynamic lighting, such as those from flashlights. This shader is a successor to the {{ent|Eyes}} shader from {{src04|2}}.
{{this is a|s1|since=Source 2007|name=EyeRefract}} It is used to create realistic eyes, which are affected by map lighting and dynamic lighting, such as those from flashlights. This shader is a successor to the {{ent|Eyes}} shader from {{src04|2}}.
{{Bug|Although this shader has support for {{ent|$emissiveblend}}, it is not fully implemented and does not work properly.}}
{{Bug|Although this shader has support for {{ent|$emissiveblend}}, it is not fully implemented and does not work properly.}}
{{Bug|The shader doesn't work in {{csgo|4}}, where eyes are always directed to the map's center. Standard models use static eyes.}} {{confirm|is this just CS:GO, or is it all {{csgobranch|2}} games?}}
{{Bug|The shader doesn't work in {{csgo|4}}, where eyes are always directed to the map's center. Standard models use static eyes.}} {{confirm|is this just CS:GO, or is it all {{csgobranch|2}} games?}}

Revision as of 13:41, 4 January 2024

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Eyerefract.jpg
This article is about the shader. For the preceding shader, see Eyes.  For the QC property of $model, see Eyeball./ For the tool, see qc_eyes.

EyeRefract is a s1 available in all Source Source games since Source 2007 Source 2007. It is used to create realistic eyes, which are affected by map lighting and dynamic lighting, such as those from flashlights. This shader is a successor to the Eyes shader from Source 2004 Source 2004.

Icon-Bug.pngBug:Although this shader has support for $emissiveblend, it is not fully implemented and does not work properly.  [todo tested in ?]
Icon-Bug.pngBug:The shader doesn't work in Counter-Strike: Global Offensive Counter-Strike: Global Offensive, where eyes are always directed to the map's center. Standard models use static eyes.  [todo tested in ?]
Confirm:is this just CS:GO, or is it all CS:GO engine branch CS:GO engine branch games?

Shader Parameters

$iris $irisframe $corneatexture $corneabumpstrength $parallaxstrength $dilation $lightwarptexture $envmap $glossiness $ambientoccltexture $ambientocclcolor $ambientocclusion $halflambert $raytracesphere $spheretexkillcombo $eyeballradius

Other Parameters

$eyeorigin $irisu $irisv $intro $warpparam $entityorigin

Todo: Include cloak parameters in here?
Todo: Can this shader be used outside of a model with qc eyes, by using proxies (or in SFM override materials) to modify these shader values?