Zh/$lightwarptexture: Difference between revisions
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[[File:Lightwarp snow.jpg|thumb|200px|这项技术首次应用于 {{dods|2}}'的雪地地图之中, 比如Kalt的雪景。]] | [[File:Lightwarp snow.jpg|thumb|200px|这项技术首次应用于 {{dods|2}}'的雪地地图之中, 比如Kalt的雪景。]] | ||
[[File:Lightwarp heavy.png|thumb|150px|<code>$lightwarptexture</code> 在 {{tf2|2}}中渲染人物的图解]] | [[File:Lightwarp heavy.png|thumb|150px|<code>$lightwarptexture</code> 在 {{tf2|2}}中渲染人物的图解]] | ||
[[File:Lightwarp BW.png|thumb|150px| | [[File:Lightwarp BW.png|thumb|150px|可以实现色调分离,但照明必须严格控制。]] | ||
{{Shaderparam|$lightwarptexture|dx9=1|since=Source 2006|shader1=VertexLitGeneric|shader2=LightmappedGeneric|shader3=WorldVertexTransition|shader4=EyeRefract}}它的色调[[texel]]取决于它们的亮度。它可以被认为是局部的[[color correction|彩色修正]] | {{Shaderparam|$lightwarptexture|dx9=1|since=Source 2006|shader1=VertexLitGeneric|shader2=LightmappedGeneric|shader3=WorldVertexTransition|shader4=EyeRefract}}它的色调[[texel]]取决于它们的亮度。它可以被认为是局部的[[color correction|彩色修正]]. | ||
== 警告 == | == 警告 == | ||
{{Important|<code>$lightwarptexture</code> | {{Important|<code>$lightwarptexture</code> 必须指定后所有其他纹理,否则它将覆盖它们。}} | ||
{{Important|<code>$lightwarptexture</code> 在{{Ent|VertexLitGeneric}} 之后需要一个 {{Ent|$bumpmap}}. | {{Important|<code>$lightwarptexture</code> 在{{Ent|VertexLitGeneric}} 之后需要一个 {{Ent|$bumpmap}}. 如果未指定,则使用默认值! '''就好像是 {{Ent|$bumpmap}} 在VMT!'''}} | ||
{{Warning| 这意味着所有不能工作的参数 {{Ent|$bumpmap}} 同样也不会与 <code>$lightwarptexture</code>合作.}} | {{Warning| 这意味着所有不能工作的参数 {{Ent|$bumpmap}} 同样也不会与 <code>$lightwarptexture</code>合作.}} | ||
:* [[$detail#Parameters and Effects|$detailblendmode]] 5-9 won't work - 5 & 6 will work when {{Ent|$phong}} is used. | :* [[$detail#Parameters and Effects|$detailblendmode]] 5-9 won't work - 5 & 6 will work when {{Ent|$phong}} is used. |
Revision as of 10:09, 7 April 2024

这项技术首次应用于
胜利之日:起源'的雪地地图之中, 比如Kalt的雪景。

Template:Shaderparam它的色调texel取决于它们的亮度。它可以被认为是局部的彩色修正.
警告

$lightwarptexture
必须指定后所有其他纹理,否则它将覆盖它们。
$lightwarptexture
在VertexLitGeneric 之后需要一个 $bumpmap. 如果未指定,则使用默认值! 就好像是 $bumpmap 在VMT!
$lightwarptexture
合作.- $detailblendmode 5-9 won't work - 5 & 6 will work when $phong is used.
- $envmapmask won't work except in
Mapbase. $selfillum_envmapmask_alpha Doesn't work in any branch.




$lightwarptexture
does not seem to exist at all for LightmappedGeneric in 



Lightwarp textures
A lightwarp texture is a one-dimensional strip of pixels. Dark texels will be tinted with the colour on the left-hand side, and bright texels with the colour on the right. 50% gray means no tint.
Examples
snow_warp
- This is the lightwarp texture used in the
胜利之日:起源 screen to the right. It is designed to add a subtle bluish tint to darker snow without affecting brighter regions.
pyro_lightwarp
- This is applied to all
军团要塞2 characters, not just the Pyro. It creates the high-contrast shadows with red-tinged terminators typical of the illustrative art the game apes.
- Posterized
- This custom warp texture creates a posterized "line art" style. Enabling lightwarp alone isn't enough however: ambient lighting must be at 0 to make unlit areas black, and world lighting must become viewer-dependent to ensure that shadows are always cast.
Cel Shading
- Cel shading can make objects look more cartoony by replacing the smooth lighting gradient with sharp steps.
Other possible uses of $lightwarptexture
include contrast enhancement, tweaking vertex lighting shadow transitions, highlight softening, and more.