$rimlight: Difference between revisions
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Note:Requires $phong to be set to 1.
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(Added note - Bumpmap is required for this to work) |
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{{This is a|shader parameter|name=$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]]. | {{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|$phongfresnelranges]] [[vector|Z component]]. | ||
{{note|Requires {{ent|$phong}} to be set to 1.}} | {{note|Requires {{ent|$phong}} to be set to 1.}} | ||
{{note|A {{ent|$bumpmap}} is required for rimlighting to work, as {{ent|$phong}} requires one.}} | |||
: {{TODO|Explain similarities and differences of [[Phong materials#Phong Fresnel ranges|Phong Fresnel ranges]].}} | : {{TODO|Explain similarities and differences of [[Phong materials#Phong Fresnel ranges|Phong Fresnel ranges]].}} | ||
: {{warning|{{l4ds}} Features no visible effect. however, you can increase [[$phong#Brightness|$phongfresnelranges]] Z vector to archive a closer effect.}} | : {{warning|{{l4ds}} Features no visible effect. however, you can increase [[$phong#Brightness|$phongfresnelranges]] Z vector to archive a closer effect.}} |
Revision as of 06:53, 7 November 2024
$rimlight
is a material shader parameter for the VertexLitGeneric shader available in all Source games 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 $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