$maxfogdensityscalar: Difference between revisions
Jump to navigation
Jump to search

Tip:
m (Nesciuse moved page $maxfogdensityscalar/en to $maxfogdensityscalar without leaving a redirect: Move en subpage to basepage) |
m (Replacing with "This is a" template) |
||
| Line 1: | Line 1: | ||
{{LanguageBar}} | {{LanguageBar}} | ||
{{stub}} | {{stub}} | ||
{{ | {{This is a|shader parameter|name=$maxfogdensityscalar|shader=VertexLitGeneric|game=Left 4 Dead 2}} It modulates the amount of fog the material receives. | ||
{{tip|<code>maxfogdensityscalar</code> is useful for modulating lit materials in foggy maps. For example in L4D2's Hard Rain campaign, this is used on the gas station in the 3D skybox to make it visible as a landmark through opaque fog.}} | {{tip|<code>maxfogdensityscalar</code> is useful for modulating lit materials in foggy maps. For example in L4D2's Hard Rain campaign, this is used on the gas station in the 3D skybox to make it visible as a landmark through opaque fog.}} | ||
Latest revision as of 09:13, 10 August 2024
$maxfogdensityscalar is a material shader parameter for the VertexLitGeneric shader available in
Left 4 Dead 2. It modulates the amount of fog the material receives.
maxfogdensityscalar is useful for modulating lit materials in foggy maps. For example in L4D2's Hard Rain campaign, this is used on the gas station in the 3D skybox to make it visible as a landmark through opaque fog.Usage
$maxfogdensityscalar "0.97"
Caveats
Only tested in
Left 4 Dead 2, support in other games not verified. Not known how cheap or expensive it is.
Does not work in
Team Fortress 2.