$specmap texture: Difference between revisions
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[[File:NewSpecular.png|thumb|right|New specular shader, example in <code>bs_c3m0d</code>. You can see how the floor reflects the red light source, the same for the floodlight.]] | [[File:NewSpecular.png|thumb|right|New specular shader, example in <code>bs_c3m0d</code>. You can see how the floor reflects the red light source, the same for the floodlight.]] | ||
{{Shaderparam|$specmap_texture|e0|game=Black Mesa}} This shader is used for surfaces to give PBR style shiny speculars. Works with [[VertexLitGeneric]] and [[LightmappedGeneric]]. This shader work ''only'' with deferred rendering lighting entities which support and use <code>SpecularMultiplier</code> parametr (in the game code or as kayvalue), the entities is: [[NewLight_Point]], [[NewLight_Spot]], [[npc_zombie_hev]] (flashlight), [[prop_barrel_cactus]], [[prop_barrel_cactus_semilarge]], [[prop_barrel_interloper]], [[prop_barrel_interloper_small]], [[env_cascade_light]], [[bmortar]], [[player]] (flashlight). | {{Shaderparam|$specmap_texture|e0|game=Black Mesa}} This shader is used for surfaces to give PBR style shiny speculars. Works with [[VertexLitGeneric]] and [[LightmappedGeneric]]. This shader work ''only'' with deferred rendering lighting entities which support and use <code>SpecularMultiplier</code> parametr (in the game code or as kayvalue), the entities is: [[NewLight_Point]], [[NewLight_Spot]], [[npc_zombie_hev]] (flashlight), [[prop_barrel_cactus]], [[prop_barrel_cactus_semilarge]], [[prop_barrel_interloper]], [[prop_barrel_interloper_small]], [[env_cascade_light]], [[bmortar]], [[npc_plantlight]], [[npc_plantlight_stalker]], [[player]] (flashlight). | ||
{{ModernConfirm|Is this full list of entities ?}} | {{ModernConfirm|Is this full list of entities ?}} | ||
{{warning| This is pretty expensive shader for video cards, in large quantities may not cause optimization problems, but it will heat up your video card very much. Use wisely.}} | {{warning| This is pretty expensive shader for video cards, in large quantities may not cause optimization problems, but it will heat up your video card very much. Use wisely.}} |
Revision as of 23:54, 5 April 2024



Template:Shaderparam This shader is used for surfaces to give PBR style shiny speculars. Works with VertexLitGeneric and LightmappedGeneric. This shader work only with deferred rendering lighting entities which support and use SpecularMultiplier
parametr (in the game code or as kayvalue), the entities is: NewLight_Point, NewLight_Spot, npc_zombie_hev (flashlight), prop_barrel_cactus, prop_barrel_cactus_semilarge, prop_barrel_interloper, prop_barrel_interloper_small, env_cascade_light, bmortar, npc_plantlight, npc_plantlight_stalker, player (flashlight).



Parameters and Effects
$specmap_texture
$specularcolor
$specmap_mode
$speculargloss
Bugs/Limitations
World geometry doesn't work with env_cascade_light
Unlike models - speculars doesn't work with env_cascade_light for world geometry.
Fullbright glitch with $specmap_mode
If values are used in $specmap_mode that were not thought out for use - surface will get fullbright and you'll get message in the console:
See also
- $phong (for diffuse reflection)
- newLight_Point
- newLight_Spot
- NewLights_settings
- env_cascade_light
- light_environment
- Advanced Lighting
- Effect flags (dynamic light effects)
- BlackMesa XenEngine: Part 4 – Lighting & Shadows (page from Black Mesa developer about new lights)
- BlackMesa XenEngine: Part2 – How a Frame is Rendered (page from Black Mesa developer about how a frame rendered, include Godrays.)
- BlackMesa XenEngine: Part1 – Heavily Modified Source Engine (page from Black Mesa developer about Black Mesa engine, better known as XenEngine)