$moss enable: Difference between revisions
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This is procedural moss implementation, which is triplanar projection shader that allows you to project additional texture that mixes with [[normalmap]]. This shader available for [[VertexLitGeneric]], [[LightmappedGeneric]] and [[Lightmapped_4WayBlend]] shaders. It was created during development of [[Xen]] for {{bms|4}} and was designed to simulate presence of moss on surface. | This is procedural moss implementation, which is triplanar projection shader that allows you to project additional texture that mixes with [[normalmap]]. This shader available for [[VertexLitGeneric]], [[LightmappedGeneric]] and [[Lightmapped_4WayBlend]] shaders. It was created during development of [[Xen]] for {{bms|4}} and was designed to simulate presence of moss on surface. | ||
For [[VertexLitGeneric]], it uses specified texture. For [[LightmappedGeneric]] and [[Lightmapped_4WayBlend]], instead of using texture itself for moss, this shader takes color that most of the texture consists of and then applies color to surface according to the parameters specified in <code>.vmt</code>. | For [[VertexLitGeneric]], it uses the specified texture. For [[LightmappedGeneric]] and [[Lightmapped_4WayBlend]], instead of using the texture itself for moss, this shader takes color that most of the texture consists of and then applies color to the surface according to the parameters specified in <code>.vmt</code>. | ||
All parameters works in the same way for both shaders. | All parameters works in the same way for both shaders. | ||
In {{bms|4}} was used for <code>models\props_xen\moss_test\sphereofchon.mdl</code> and <code>models\props_xen\moss_test\test_moss001.mdl</code> models. Both using <code>models/props_xen/moss_test/bubblemoss</code> texture. The final version of the game doesn't use this shader in any of the maps. May be incompatible with some shaders (as it was with [[$phong]]). | In {{bms|4}} it was used for <code>models\props_xen\moss_test\sphereofchon.mdl</code> and <code>models\props_xen\moss_test\test_moss001.mdl</code> models. Both using the <code>models/props_xen/moss_test/bubblemoss</code> texture. The final version of the game doesn't use this shader in any of the maps. May be incompatible with some shaders (as it was with [[$phong]]). | ||
{{note|There is no {{hammer|4}} preview for this shader.}} | {{note|There is no {{hammer|4}} preview for this shader.}} | ||
{{back | Black Mesa Level Creation}} | {{back | Black Mesa Level Creation}} | ||
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}} | }} | ||
}} | }} | ||
{{MatParam|$moss_angle_theta|float|Inner angle value. With [[LightmappedGeneric]], works | {{MatParam|$moss_angle_theta|float|Inner angle value. With [[LightmappedGeneric]], works properly only on [[displacement]] surfaces. Results depend on <code>$moss_angle_phi</code> and <code>$moss_angle_falloff</code>. Works in a similar way for [[VertexLitGeneric]]. | ||
{{expand|title=Examples.| | {{expand|title=Examples.| | ||
<br> | <br> | ||
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}} | }} | ||
}} | }} | ||
{{MatParam|$moss_angle_phi|float|Outer angle value. With [[LightmappedGeneric]], works | {{MatParam|$moss_angle_phi|float|Outer angle value. With [[LightmappedGeneric]], works properly only on [[displacement]] surfaces. Results depend on <code>$moss_angle_theta</code> and <code>$moss_angle_falloff</code>. Works in similar way for [[VertexLitGeneric]]. | ||
{{expand|title=Examples.| | {{expand|title=Examples.| | ||
<br> | <br> | ||
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}} | }} | ||
}} | }} | ||
{{MatParam|$moss_angle_falloff|float|Falloff value. With [[LightmappedGeneric]], works | {{MatParam|$moss_angle_falloff|float|Falloff value. With [[LightmappedGeneric]], works properly only on [[displacement]] surfaces. Results depend on <code>$moss_angle_phi</code> and <code>$moss_angle_theta</code>. Works in similar way for [[VertexLitGeneric]]. | ||
{{expand|title=Examples.| | {{expand|title=Examples.| | ||
<br> | <br> | ||
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}} | }} | ||
}} | }} | ||
{{MatParam|$moss_blend_factor|float|Moss blend factor. Use values from 0 to 1, | {{MatParam|$moss_blend_factor|float|Moss blend factor. Use values from 0 to 1, others do not work correctly. | ||
{{expand|title=Examples.| | {{expand|title=Examples.| | ||
<br> | <br> | ||
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==Bugs/Limitations== | ==Bugs/Limitations== | ||
====Incompatible with new specular shader==== | ====Incompatible with new specular shader==== | ||
New specular shader doesn't | New specular shader doesn't blend with moss shader. | ||
<gallery mode=nolines heights=256px widths=384px> | <gallery mode=nolines heights=256px widths=384px> | ||
Black Mesa Screenshot 2024.01.14 - 11.48.45.07=.jpg|An example with [[LightmappedGeneric]]. The specular should be yellow | Black Mesa Screenshot 2024.01.14 - 11.48.45.07=.jpg|An example with [[LightmappedGeneric]]. The specular should be yellow instead of white. | ||
Black Mesa Screenshot 2024.06.01 - 18.51.17.26=.jpg|An example with [[VertexLitGeneric]]. The specular should be green | Black Mesa Screenshot 2024.06.01 - 18.51.17.26=.jpg|An example with [[VertexLitGeneric]]. The specular should be green instead of white. | ||
</gallery> | </gallery> | ||
Revision as of 05:19, 9 November 2024


$moss_enable
is a material shader parameter available in Black Mesa.

$moss_texture
used models/props_xen/moss_test/bubblemoss
.This is procedural moss implementation, which is triplanar projection shader that allows you to project additional texture that mixes with normalmap. This shader available for VertexLitGeneric, LightmappedGeneric and Lightmapped_4WayBlend shaders. It was created during development of Xen for Black Mesa and was designed to simulate presence of moss on surface.
For VertexLitGeneric, it uses the specified texture. For LightmappedGeneric and Lightmapped_4WayBlend, instead of using the texture itself for moss, this shader takes color that most of the texture consists of and then applies color to the surface according to the parameters specified in .vmt
.
All parameters works in the same way for both shaders.
In Black Mesa it was used for
models\props_xen\moss_test\sphereofchon.mdl
and models\props_xen\moss_test\test_moss001.mdl
models. Both using the models/props_xen/moss_test/bubblemoss
texture. The final version of the game doesn't use this shader in any of the maps. May be incompatible with some shaders (as it was with $phong).


Parameters and Effects
$moss_enable
$moss_texture
$moss_ref_direction
$moss_angle_theta
$moss_angle_phi
$moss_angle_falloff
$moss_blend_factor
$moss_scale
$moss_scale_turn_on_absolute
Bugs/Limitations
Incompatible with new specular shader
New specular shader doesn't blend with moss shader.
An example with LightmappedGeneric. The specular should be yellow instead of white.
An example with VertexLitGeneric. The specular should be green instead of white.
See also
- New Specular
- BlackMesa XenEngine: Part1 – Heavily Modified Source Engine (page from Black Mesa developer about Black Mesa engine, better known as XenEngine)