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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.]]
 
{{This is a|shader parameter|name=$rimlight|shader=VertexLitGeneric|since=Source 2007}} It adds a constant rim light to the model that appears to come indirectly from the environment. The color of the rim light is directly influenced by [[ambient light]] and behave closer to [[$phong#Brightness|$phongfresnelranges]] [[vector|Z component]].
{{Shaderparam|$rimlight|since=Source 2007|shader1=VertexLitGeneric}} 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 [[$phong#Brightness|$phongfresnelranges]] [[vector|Z component]].
{{note|Requires {{ent|$phong}} to be set to 1.}}
{{note|Requires {{ent|$phong}} to be set to 1.}}
: {{TODO|Explain similarities and differences of [[Phong materials#Phong Fresnel ranges|Phong Fresnel ranges]].}}
: {{TODO|Explain similarities and differences of [[Phong materials#Phong Fresnel ranges|Phong Fresnel ranges]].}}

Revision as of 10:10, 10 August 2024

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Example of rim lighting in use on the TF2 Heavy.

$rimlight is a material shader parameter for the VertexLitGeneric shader available in all Source Source games since Source 2007 Source 2007. 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