WorldGGX: Difference between revisions

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== Supported Parameters ==
== Supported Parameters ==
;{{MatParam|[[$basetexture]]|to=$basetexture2||Diffuse texture.}}
;{{MatParam|$basetexture|to=$basetexture2||Diffuse texture.}}
;{{MatParam|[[$bumpmap]]|to=$bumpmap2||Normal mapping. {{bug|Animated bump maps aren't possible as the shader lacks the $bumpframe parameter.}} }}
;{{MatParam|$bumpmap|to=$bumpmap2||Normal mapping. {{bug|Animated bump maps aren't possible as the shader lacks the $bumpframe parameter.}} }}
;{{MatParam|[[$color#Models|$color2]]||Color tinting.}}
;{{MatParam|$color2||Color tinting.}}
;{{MatParam|[[$detail]]||Detail texturing.}}
;{{MatParam|$detail||Detail texturing.}}
;{{MatParam|[[$envmap]]||Specular reflections.}}
;{{MatParam|$envmap||Specular reflections.}}
;{{MatParam|[[$blendmodulatetexture]]||Modulation texture for Displacement blending.}}
;{{MatParam|$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 Day of Infamy , Insurgency Insurgency . It was first introduced in Day of Infamy and back ported to Insurgency. Displacement blending similar to WorldVertexTransition is supported.

Icon-Bug.pngBug: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 ?]

Supported Parameters

$basetexture
$bumpmap
$color2
$detail
$envmap
$blendmodulatetexture

Blend Mapping Parameters

$blendmap
$heightscale
$heightblend
$heightblendoffset
$parallax
$selfshadow

Misc. Parameters

$roughnessmultiplier
$lumroughness

See also