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LightmappedReflective: Difference between revisions

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{{this is a|pixel shader|since=Source 2007|name=LightmappedReflective|dx=dx9}} This shader renders real-time reflection and refractions similar to [[Water (shader)]].
{{this is a|pixel shader|since=Source 2007|name=LightmappedReflective|dx=dx9}} This shader renders real-time reflection and refractions similar to [[Water (shader)]].
[[File:Reflectiveglass0000.jpg|thumb|250px|{{code|func_reflective_glass}} (using materials with {{code|LightmappedReflective}} shader)]]


{{warning|All parameters listed in the example (except [[$bumpframe]], [[%tooltexture]] and [[$surfaceprop]]) must be included when used, or [[func_reflective_glass]] may not work properly. {{csgo|4}} additionally requires [[$translucent]].}}
{{warning|All parameters listed in the example (except [[$bumpframe]], [[%tooltexture]] and [[$surfaceprop]]) must be included when used, or [[func_reflective_glass]] may not work properly. {{csgo|4}} additionally requires [[$translucent]].}}

Revision as of 08:20, 7 November 2024

LightmappedReflective (DX9 SM2) is a Pixel shader available in all Source Source games since Source 2007 Source 2007. This shader renders real-time reflection and refractions similar to Water (shader).

func_reflective_glass (using materials with LightmappedReflective shader)
Warning.pngWarning:All parameters listed in the example (except $bumpframe, %tooltexture and $surfaceprop) must be included when used, or func_reflective_glass may not work properly. Counter-Strike: Global Offensive Counter-Strike: Global Offensive additionally requires $translucent.
Icon-Important.pngImportant:This shader must be used on a brush tied to a func_reflective_glass, or the real time reflections will fail to work and it will be rendered as a plain brush.
Icon-Bug.pngBug:In Black Mesa Black Mesa this shader was missed in the deferred renderer update. To achieve the same effect, use 3D Skybox with logic_measure_movement to simulate reflection[Elaborate?] or use the Shader-ball.png Water shader (see True reflections under CSS).
Note.pngNote:Not available in DirectX 8 and earlier, and lacks shader fallbacks.

Example

The example shown here is materials/glass/reflectiveglass001.vmt

"lightmappedreflective"
{
	"%tooltexture" "dev/flat_normal"
	"$refracttexture" "_rt_WaterRefraction"
	"$refractamount" "0"
	"$refracttint" "[.5 .5 .6]"

	"$reflecttexture" "_rt_WaterReflection"
	"$reflectamount" "0"
	"$reflecttint" "[1 1 1]"

	"$fresnelpower" "0"
	"$minreflectivity" "0.8"
	"$maxreflectivity" "1.0"
	
	"$normalmap" "dev/flat_normal"

	"$surfaceprop" "glass"
	"$bumpframe" "0"
}
Icon-Bug.pngBug:Doesn't support 3D skyboxes, instead of your 3D Skybox, the reflection will show a black void.  [todo tested in ?]
Icon-Bug.pngBug:Stops correction and reflection itself if you look at reflective water.  [todo tested in ?]
Icon-Bug.pngBug:Adding proxies to a lightmappedreflective causes the texture to not be drawn. (Could this be because it includes some default proxy in order for it to work, and once there is a user-defined proxy, those "behind the scenes" proxies are no longer there?)  [todo tested in ?]
Icon-Bug.pngBug:If there is a portal in the reflection in Portal 2 Portal 2 and Portal 2 branch games, it will cause the game to crash. Almost works in The Beginner Guide under the same conditions. This is fixed in Portal 2: Community Edition Portal 2: Community Edition  [todo tested in ?]
Warning.pngWarning:Although this is functional in Portal Portal, the reflection does not update when viewed through portals and portals will only update in the reflection if both of them are visible to you and to the func_reflective glass. Also, if the portals are rotated differently and viewed through the func_reflective_glass, the portals will display incorrectly. This second bug has carried over into Portal 2 and Portal 2: Community Edition

Shader parameters

Textures

Warning.pngWarning:$bumpmap is NOT supported! $normalmap must be used!

$basetexture $normalmap $bumpframe $bumptransform

Reflection

$reflecttexture $reflectamount $reflecttint $reflectance $envmapmask $minreflectivity $maxreflectivity

Refraction

$refracttexture $refractamount $refracttint

Other

$surfaceprop %tooltexture $fresnelpower $translucent