$rimlight: Difference between revisions
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Note:Requires $phong to be set to 1.
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[[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.]] | ||
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* [[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
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.

- Todo: Explain similarities and differences of Phong Fresnel ranges.
Warning:
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