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Teeth: Difference between revisions

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{{this is a|pixel shader|name=Teeth}} It is a shader for teeth that is used to dynamically adjust the brightness of the teeth based on how open the mouth is.
{{this is a|pixel shader|name=Teeth}} It is a shader for teeth that is used to dynamically adjust the brightness of the teeth based on how open the mouth is.
:{{Note|This shader is likely obsolete, as Valve hasn't used it for any of their recent games. Instead, they include teeth on their facemaps, using the shader <code>[[VertexLitGeneric]].</code>}}
:{{Note|This shader is likely obsolete, as Valve hasn't used it for any of their recent games. Instead, they include teeth on their facemaps, using the shader <code>[[VertexLitGeneric]].</code>}}
:


==Parameters==
==Parameters==
{{MatParam|[[$basetexture]]|texture|Texture for the teeth.}}
{{MatParam|$basetexture|texture|Texture for the teeth.}}
{{MatParam|[[$halflambert]]|bool|Enables half-lambertian lighting. Default <code>1.</code>}}
{{MatParam|$halflambert|bool|Enables half-lambertian lighting. Default <code>1.</code>}}
;<code>$clientshader "MouthShader"</code>
;<code>$clientshader "MouthShader"</code>
: {{Todo|What does this actually do?}}
: {{Todo|What does this actually do?}}
{{MatParam|$illumfactor|float|Modifies the amount the teeth are brightened or darkened by. Default <code>1</code>.}}
{{MatParam|$illumfactor|float|Modifies the amount the teeth are brightened or darkened by. Default <code>1</code>.}}
{{MatParam|$forward|vector|Forward direction vector for teeth lighting. Default <code>"[1 0 0]"</code>.}}
{{MatParam|$forward|vector|Forward direction vector for teeth lighting. Default <code>"[1 0 0]"</code>.}}
{{MatParam|[[$bumpmap]]|texture|Bumpmap for the teeth. Enables phong specular, and uses the alpha channel of the bumpmap as a mask if present.|dx9=1}}
{{MatParam|$bumpmap|texture|Bumpmap for the teeth. Enables phong specular, and uses the alpha channel of the bumpmap as a mask if present.|dx9=1}}
{{MatParam|[[$phong|$phongexponent]]|float|Exponent for the specular. Overrides the bumpmap's alpha mask if one is present. Default <code>100</code>.|dx9=1}}
{{MatParam|$phongexponent|float|Exponent for the specular. Overrides the bumpmap's alpha mask if one is present. Default <code>100</code>.|dx9=1}}
==Other parameters==
==Other parameters==
{{MatParam|$intro|bool|Teeth are used on a model in Episode 1's intro cutscene. Adds another shader pass.}}
{{MatParam|$intro|bool|Teeth are used on a model in Episode 1's intro cutscene. Adds another shader pass.}}
{{MatParam|$warpparam|float|Requires <code>$intro 1</code>. How far into the warp animation we are.}}
{{MatParam|$warpparam|float|Requires <code>$intro 1</code>. How far into the warp animation we are.}}
{{MatParam|$entityorigin|vector|Requires <code>$intro 1</code>. World-space location of the entity, required to correctly animate the warp.}}
{{MatParam|$entityorigin|vector|Requires <code>$intro 1</code>. World-space location of the entity, required to correctly animate the warp.}}

Revision as of 09:05, 4 January 2025

English (en)Translate (Translate)
Mouth is closed
Mouth is slightly open
Mouth is open

Teeth is a Pixel shader available in all Source Source games. It is a shader for teeth that is used to dynamically adjust the brightness of the teeth based on how open the mouth is.

Note.pngNote:This shader is likely obsolete, as Valve hasn't used it for any of their recent games. Instead, they include teeth on their facemaps, using the shader VertexLitGeneric.

Parameters

$basetexture $halflambert

$clientshader "MouthShader"
Todo: What does this actually do?

$illumfactor $forward $bumpmap $phongexponent

Other parameters

$intro $warpparam $entityorigin