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 23:34, 23 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
Blend Mapping Parameters
Misc. Parameters
See also
- SurfaceGGX, similar shader used for models.