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 ?]
Thunder4ik (talk | contribs) m (→See also: Unicodifying, replaced: See Also → See also) |
SirYodaJedi (talk | contribs) |
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== Supported Parameters == | == Supported Parameters == | ||
;{{MatParam| | ;{{MatParam|$basetexture|to=$basetexture2||Diffuse texture.}} | ||
;{{MatParam| | ;{{MatParam|$bumpmap|to=$bumpmap2||Normal mapping. {{bug|Animated bump maps aren't possible as the shader lacks the $bumpframe parameter.}} }} | ||
;{{MatParam | ;{{MatParam|$color2||Color tinting.}} | ||
;{{MatParam| | ;{{MatParam|$detail||Detail texturing.}} | ||
;{{MatParam| | ;{{MatParam|$envmap||Specular reflections.}} | ||
;{{MatParam| | ;{{MatParam|$blendmodulatetexture||Modulation texture for Displacement blending.}} | ||
=== Blend Mapping Parameters === | === Blend Mapping Parameters === | ||
Revision as of 22:34, 23 January 2024
Template:Shader multi It was first introduced in Day of Infamy and back ported to Insurgency. Displacement blending similar to WorldVertexTransition is supported.
Supported Parameters
Blend Mapping Parameters
Misc. Parameters
See also
- SurfaceGGX, similar shader used for models.