$moss enable: Difference between revisions
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{{MatParam|$moss_scale_turn_on_absolute|bool|Toggle moss scale between enabled and disabled state. 1 - enabled, 0 - disabled. Effects nothing at least in {{bms|4|nt=2}}.|deprecated=1}} | {{MatParam|$moss_scale_turn_on_absolute|bool|Toggle moss scale between enabled and disabled state. 1 - enabled, 0 - disabled. Effects nothing at least in {{bms|4|nt=2}}.|deprecated=1}} | ||
== | ==Bugs/Limitations== | ||
====Incompatible with new specular shader==== | ====Incompatible with new specular shader==== | ||
New specular shader doesn't blending with moss shader. | New specular shader doesn't blending with moss shader. |
Revision as of 10:13, 1 June 2024



$moss_texture
used models/props_xen/moss_test/bubblemoss
.This is procedural moss implementation, which is triplanar projection shader that allows you to project additional texture that mixes with normalmap. This shader available for VertexLitGeneric and LightmappedGeneric shaders. It was created during development of Xen for Black Mesa and was designed to simulate presence of moss on surface.
For VertexLitGeneric, it uses specified texture. For LightmappedGeneric, instead of using texture itself for moss, this shader takes color that most of the texture consists of and then applies color to surface according to the parameters specified in .vmt
.
All parameters works in the same way for both shaders.
In Black Mesa was used for
models\props_xen\moss_test\sphereofchon.mdl
and models\props_xen\moss_test\test_moss001.mdl
models. Both using models/props_xen/moss_test/bubblemoss
texture. The final version of the game doesn't use this shader in any of the maps. May be incompatible with some shaders (as it was with $phong).
Parameters and Effects
$moss_enable
$moss_texture
$moss_ref_direction
$moss_angle_theta
$moss_angle_phi
$moss_angle_falloff
$moss_scale
$moss_scale_turn_on_absolute
Bugs/Limitations
Incompatible with new specular shader
New specular shader doesn't blending with moss shader.
An example with LightmappedGeneric. The specular should be yellow and not white.
An example VertexLitGeneric. The specular should be green and not white.
See also
- New Specular
- BlackMesa XenEngine: Part1 – Heavily Modified Source Engine (page from Black Mesa developer about Black Mesa engine, better known as XenEngine)