$treesway: Difference between revisions
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[[File:de_lake_treesway.gif|thumb|Tree with treesway on {{csgomap|de_lake}} in CS:GO (click | [[File:de_lake_treesway.gif|thumb|Tree with treesway on {{csgomap|de_lake}} in CS:GO (click to preview).]] | ||
{{Shaderparam|$treesway|since=Left 4 Dead 2|shader1=VertexLitGeneric}} It is also available in {{tf2}}{{Bms}}{{GMOD}}{{mapbase}}. In {{GMOD}}{{mapbase}}, it can also be used for {{ent|UnlitGeneric}}. | {{Shaderparam|$treesway|since=Left 4 Dead 2|shader1=VertexLitGeneric}} It is also available in {{tf2}}{{Bms}}{{GMOD}}{{mapbase}}. In {{GMOD}}{{mapbase}}, it can also be used for {{ent|UnlitGeneric}}. | ||
<code>$treesway</code> morphs a material around using the parameters of an {{ent|env_wind}} entity to give the appearance of tree leaves and foilage blowing in the wind. The subparameters of <code>$treesway</code> determine how much the <code>env_wind</code> entity should affect the morphing, and all of them (except <code>$treeswaystatic</code>) must be specified in order for the effect to work properly. This shader parameter assumes any model using it is facing upwards. | <code>$treesway</code> morphs a material around using the parameters of an {{ent|env_wind}} entity to give the appearance of tree leaves and foilage blowing in the wind. The subparameters of <code>$treesway</code> determine how much the <code>env_wind</code> entity should affect the morphing, and all of them (except <code>$treeswaystatic</code>) must be specified in order for the effect to work properly. This shader parameter assumes any model using it is facing upwards. | ||
{{note|This shader parameter is disabled by default in the {{as}} SDK. It can re-enabled by modding.}} | |||
{{warning|Due to the way bumped lighting is calculated, <code>$treesway</code> will not sway materials which use {{ent|$bumpmap}}.}} | {{warning|Due to the way bumped lighting is calculated, <code>$treesway</code> will not sway materials which use {{ent|$bumpmap}}.}} | ||
{{ | {{bug|{{clr}} | ||
* This shader parameter does not work with [[$detail#Parameters and Effects|$detailtexturetransform]]. | |||
* In {{GMOD}}{{mapbase}}, using a shadow-casting [[env_projectedtexture|projected texture]] on materials with this parameter will cause flickering. As a workaround, try to keep trees away from where player flashlights can reach. {{ent|$halflambert}} may also partially fix the issue. | |||
* In {{mapbase}}, using a shadow-casting [[env_projectedtexture|projected texture]] will cause shadows not reacting to <code>$treesway</code>, shadows don't move, expect in {{gmod}}. | |||
: {{todo|What about <code>$singlepassflashlight</code> and <code>$flashlightnolambert</code>?}} | : {{todo|What about <code>$singlepassflashlight</code> and <code>$flashlightnolambert</code>?}}}} | ||
{{modernImportant|While $TreeSway can be used to animate a {{ent|prop_static}}, lightmap shadows casted by swaying static props will remain static.<br>'''''If [[CSM]] is unavailable''''', consider using a {{ent|prop_dynamic}} instead. This can be combined with an animation containing more realistic pre-baked wind physics than can be achieved with $treesway.<br>As prop_dynamic cannot be lit by [[VRAD]] per-vertex, it may be desirable to use a pre-baked {{ent|$lightmap}} (if available) in such situations, to restore some ambient lighting quality.}} | |||
{{modernImportant|While $TreeSway can be used to animate a {{ent|prop_static}}, lightmap shadows casted by swaying static props will remain static.<br>'''''If [[CSM]] is unavailable''''', consider using a {{ent|prop_dynamic}} instead. This can be combined with an animation containing more realistic pre-baked wind physics than can be achieved with $treesway.<br>As {{ent|prop_dynamic}} cannot be lit by [[VRAD]] per-vertex, it may be desirable to use a pre-baked {{ent|$lightmap}} (if available) in such situations, to restore some ambient lighting quality.}} | |||
==Parameters== | ==Parameters== |
Revision as of 08:00, 19 March 2024


Template:Shaderparam It is also available in . In
, it can also be used for UnlitGeneric.
$treesway
morphs a material around using the parameters of an env_wind entity to give the appearance of tree leaves and foilage blowing in the wind. The subparameters of $treesway
determine how much the env_wind
entity should affect the morphing, and all of them (except $treeswaystatic
) must be specified in order for the effect to work properly. This shader parameter assumes any model using it is facing upwards.

$treesway
will not sway materials which use $bumpmap.
- This shader parameter does not work with $detailtexturetransform.
- In
, using a shadow-casting projected texture on materials with this parameter will cause flickering. As a workaround, try to keep trees away from where player flashlights can reach. $halflambert may also partially fix the issue.
- In
, using a shadow-casting projected texture will cause shadows not reacting to
$treesway
, shadows don't move, expect in.
- Todo: What about[todo tested in ?]
$singlepassflashlight
and$flashlightnolambert
?

If CSM is unavailable, consider using a prop_dynamic instead. This can be combined with an animation containing more realistic pre-baked wind physics than can be achieved with $treesway.
As prop_dynamic cannot be lit by VRAD per-vertex, it may be desirable to use a pre-baked $lightmap (if available) in such situations, to restore some ambient lighting quality.
Parameters
$treesway
$treeswayheight
$treeswaystartheight
$treeswayradius
$treeswaystartradius
$treeswayspeed
$treeswaystrength
$treeswayscrumblespeed
$treeswayscrumblestrength
$treeswayscrumblefrequency
$treeswayfalloffexp
$treeswayscrumblefalloffexp
$treeswayspeedhighwindmultipler
$treeswayspeedlerpstart
$treeswayspeedlerpend
$treeswaystatic
$treeswaystaticvalues
External links
https://gamebanana.com/tuts/12924 - How to achieve a similar effect without $treeSway
, on all source engine games. Alternatively, use an animated prop_dynamic, for a more realistic (but more expensive) effect.