This article's documentation is for anything that uses the Source engine. Click here for more information.

PBR (Strata shader): Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (Nesciuse moved page PBR (Strata shader)/en to PBR (Strata shader) without leaving a redirect: Move en subpage to basepage)
m (assuming this is a typo, I'm not sure if it's a typo on the wiki or in the engine itself; the Strata Source wiki lacks this information)
Line 60: Line 60:
{{MatParam|$envmapframe|int|Frame to use if material specified in $envmap is animated}}
{{MatParam|$envmapframe|int|Frame to use if material specified in $envmap is animated}}
{{MatParam|$envmaporigin|vec3|The world space position of the env_cubemap being corrected}}
{{MatParam|$envmaporigin|vec3|The world space position of the env_cubemap being corrected}}
{{MatParam|$bdrf_integration|texture|Texture to use for {{w|Bidirectional reflectance distribution function}}}}
{{MatParam|$brdf_integration|texture|Texture to use for {{w|Bidirectional reflectance distribution function}}}}


===Transparency===
===Transparency===

Revision as of 03:36, 2 August 2024

English (en)Русский (ru)Translate (Translate)

Stub

This article or section is a stub. You can help by expanding it.

PBR is a Pixel shader available in Strata Source Strata Source.

Warning.pngWarning:
  • The {{{game}}} parameter is inconsistent with the name defined by the {{Strata}} template. This can most likely be fixed by setting the value of the {{{game}}} parameter to Strata Source.
    If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.

It uses many different texture maps to create a more accurate simulation of light. Strata Source Strata Source uses a modified version of Thexa4's PBR shader, which is capable of rendering lightmaps on brushes. It can be used on both brushes and models.

Note.pngNote:Similar unrelated PBR-based shaders are also used in Titanfall branch Titanfall branch and Source 2 Source 2.

Supported Parameters

Basics

$basetexture $basetexture2

Appearance

$basetexturetransform $color $color2 $frame $frame2 $srgbtint

Flashlight

$flashlighttexture $flashlighttextureframe

PBR

$mraotexture $mraoframe $mraotexture2 $mraoframe2 $parallax $mraoscale $mraoscale2 $parallaxdepth $parallaxcenter $blendtintbymraoalpha $model

Portal 2: Community EditionPaint

$paintsplatnormalmap $paintsplatbubblelayout $paintsplatbubble $paintenvmap

Lighting

$bumpmap $bumbframe $bumpmap2 $bumpframe2 $normaltexture $emissiontexture $emissionframe $emissiontexture2 $emissionframe2 $emissionscale $emissionscale2 $hsv $hsv_blend

Reflection

$envmap $envmapparallax $envmapframe $envmaporigin $brdf_integration

Transparency

$alpha $alphatestreference

See also