$rimlight: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (WisdomBot moved page $rimlight to $rimlight/en: Moved to {{Multipage}} compliant page name. This action was perfomed by a bot under supervision.)
m (Multipage removal)
Line 1: Line 1:
{{langsp}}
{{LanguageBar}}
 


[[File:Heavy_rim.jpg|thumb|200px|Example of rim lighting in use on the TF2 Heavy.]]
[[File:Heavy_rim.jpg|thumb|200px|Example of rim lighting in use on the TF2 Heavy.]]
Line 37: Line 38:
* [[Phong materials]]
* [[Phong materials]]
* [[Phong materials#Phong Fresnel ranges|Phong Fresnel ranges]]
* [[Phong materials#Phong Fresnel ranges|Phong Fresnel ranges]]
[[Category:Shader parameters|rimlight]]
[[Category:VMT Lighting]]

Revision as of 03:49, 12 July 2024

English (en)中文 (zh)Translate (Translate)


Example of rim lighting in use on the TF2 Heavy.

Template:Shaderparam It adds a constant rim light to the model that appears to come indirectly from the environment. The color of the rim light is directly influenced by ambient light and behave closer to $phongfresnelranges Z component.

Note.pngNote:Requires $phong to be set to 1.
Todo: Explain similarities and differences of Phong Fresnel ranges.
Warning.pngWarning:Left 4 Dead seriesLeft 4 Dead series Features no visible effect. however, you can increase $phongfresnelranges Z vector to archive a closer effect.

VMT syntax

$rimlight <bool>
 VertexLitGeneric
{
	$phong			1

	$bumpmap		<texture>
	$phongexponent		5		
	$phongexponenttexture	<texture>	
	$phongboost		1.0
	$phongfresnelranges	"[0 0.5 1]"

	$rimlight               1
	$rimlightexponent       2
	$rimlightboost          .2			
}

Additional Parameters

$rimlightexponent $rimlightboost $rimmask $phongtint

See also