Alien Swarm Deferred: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (minor grammar)
mNo edit summary
Line 8: Line 8:
New since {{as|4}}:
New since {{as|4}}:
; [[CSM]]
; [[CSM]]
: Real time '''deferred''' shadows and lighting from {{ent|Light_deferred}} and {{ent|Light_deferred_global}} entities.
: Real time '''deferred''' shadows and lighting from {{ent|light_deferred}} and {{ent|light_deferred_global}} entities.
; '''Cookie usage with dynamic lighting'''
; '''Cookie usage with dynamic lighting'''
: Now {{ent|Light_deferred}} is capable of projecting textures with cookies.
: Now {{ent|light_deferred}} is capable of projecting textures with cookies.
; {{wiki|Blinn–Phong reflection model}}
; {{wiki|Blinn–Phong reflection model}}
: New reflections on [[Phong]] materials, somewhat similar to [[$specmap_texture|specular]] from {{Xe|4}}.
: New reflections on [[Phong]] materials, somewhat similar to [[$specmap_texture|specular]] from {{Xe|4}}.
; [[Volumetric lighting]]
; [[Volumetric lighting]]
: {{ent|Light_deferred}} is capable of enabling volumetrics that react to the environment in realtime.
: {{ent|Light_deferred}} is capable of enabling volumetrics that react to the environment in real time.
; [[Source shader editor]]
; [[Source shader editor]]
: Make and edit shader graphs in real-time, in-engine.
: Make and edit shader graphs in real-time, in-engine.

Revision as of 08:55, 22 March 2024

English (en)Translate (Translate)

Alien Swarm Deferred Alien Swarm Deferred was released in 2012. It's a third-party mod created by Kristjan Skutta a.k.a. Biohazard90. This fork of Alien Swarm Alien Swarm has support for deferred lighting and shadows (similar to Xengine Xengine). It's among very few Source Source games that have dynamic shadows not based on projected textures, while still having its source code available to the public. Performance-wise, it is extremely impressive as the mod can support hundreds of dynamic shadows with very little performance impact.

Icon-Important.pngImportant:Alien Swarm Deferred's lighting implementation and Black Mesa's are completely different, for example MSAA is not supported in Black Mesa while in Alien Swarm Deferred it is!
Warning.pngWarning:Alien swarm deferred's lighting implementation nukes lightmaps, aka it will disable all baked lighting and the world will only receive realtime lighting and shadows!
Note.pngNote:In Lambda Wars Lambda Wars it was changed so that deferred lighting blends with lightmaps instead of disabling them.

Features

New since Alien Swarm Alien Swarm:

CSM
Real time deferred shadows and lighting from light_deferred and light_deferred_global entities.
Cookie usage with dynamic lighting
Now light_deferred is capable of projecting textures with cookies.
Wikipedia icon Blinn–Phong reflection model
New reflections on Phong materials, somewhat similar to specular from Xengine Xengine.
Volumetric lighting
Light_deferred is capable of enabling volumetrics that react to the environment in real time.
Source shader editor
Make and edit shader graphs in real-time, in-engine.
Light editor
Edit your map's light entities dynamically.

Media

Phong reflections
Volumetric lights and god rays
Realtime shadows


Availability/Code usage

Bugs

See also

External links