WorldGGX: Difference between revisions
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Bug:This shader won't receive light from env_projectedtextures like the player's flashlight. If the player is allowed to use a flashlight, the best case scenario is to only use this shader on materials in lit up areas. [todo tested in ?]
m (Forgot type for $lumroughness.) |
Thunder4ik (talk | contribs) m (→See also: Unicodifying, replaced: See Also → See also) |
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Line 25: | Line 25: | ||
;{{MatParam|$lumroughness|bool|Enabling makes use of the luminance to affect the roughness, default is 0. {{TODO|More detail, luminance of the $basetexture?}} }} | ;{{MatParam|$lumroughness|bool|Enabling makes use of the luminance to affect the roughness, default is 0. {{TODO|More detail, luminance of the $basetexture?}} }} | ||
== See | == See also == | ||
*{{ent|SurfaceGGX}}, similar shader used for models. | *{{ent|SurfaceGGX}}, similar shader used for models. |
Revision as of 02:22, 9 January 2024
WorldGGX
is a material shader available in the following Source engine games:
Day of Infamy ,
Insurgency . It was first introduced in Day of Infamy and back ported to Insurgency. Displacement blending similar to WorldVertexTransition is supported.

Supported Parameters
[[$basetexture|$basetexture]]
[[$bumpmap|$bumpmap]]
[[$color2|$color2]]
[[$detail|$detail]]
[[$envmap|$envmap]]
[[$blendmodulatetexture|$blendmodulatetexture]]
Blend Mapping Parameters
Misc. Parameters
See also
- SurfaceGGX, similar shader used for models.