$moss enable: Difference between revisions

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[[File:MOSS.png|thumb|right|Moss shader example with [[LightmappedGeneric]], for <code>$moss_texture</code> used <code>xen/moss00_d</code>.]]
[[File:MOSS.png|thumb|right|Moss shader example with [[LightmappedGeneric]], for <code>$moss_texture</code> used <code>xen/moss00_d</code>.]]
[[File:MOSS25.png|thumb|right|Moss shader example with [[VertexLitGeneric]], for <code>$moss_texture</code> used <code>models/props_xen/moss_test/bubblemoss</code>.]]
[[File:MOSS25.png|thumb|right|Moss shader example with [[VertexLitGeneric]], for <code>$moss_texture</code> used <code>models/props_xen/moss_test/bubblemoss</code>.]]
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 {{bms|4}} and was designed to simulate presence of moss on surface.
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]], [[LightmappedGeneric]] and [[Lightmapped_4WayBlend]] shaders. It was created during development of [[Xen]] for {{bms|4}} 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 <code>.vmt</code>.
For [[VertexLitGeneric]], it uses specified texture. For [[LightmappedGeneric]] and [[Lightmapped_4WayBlend]], 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 <code>.vmt</code>.
All parameters works in the same way for both shaders.
All parameters works in the same way for both shaders.



Revision as of 05:54, 2 June 2024

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Moss shader example with LightmappedGeneric, for $moss_texture used xen/moss00_d.
Moss shader example with VertexLitGeneric, for $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, LightmappedGeneric and Lightmapped_4WayBlend shaders. It was created during development of Xen for Black Mesa Black Mesa and was designed to simulate presence of moss on surface.

For VertexLitGeneric, it uses specified texture. For LightmappedGeneric and Lightmapped_4WayBlend, 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 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).

Note.pngNote:There is no Hammer Hammer preview for this shader.
Black Mesa Level Creation

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.

See also