WorldGGX: Difference between revisions
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Bug:This shader won't receive light from env_projectedtextures like the player's flashlight. If the player is allowed to use a flashlight, the best case scenario is to only use this shader on materials in lit up areas. [todo tested in ?]
SirYodaJedi (talk | contribs) |
m (Setting bug notice hidetested=1 param on page where the bug might not need tested in param specified) |
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== Supported Parameters == | == Supported Parameters == | ||
{{MatParam|$basetexture|to=$basetexture2||Diffuse texture.}} | {{MatParam|$basetexture|to=$basetexture2||Diffuse texture.}} | ||
{{MatParam|$bumpmap|to=$bumpmap2||Normal mapping. {{bug|Animated bump maps aren't possible as the shader lacks the $bumpframe parameter.}} }} | {{MatParam|$bumpmap|to=$bumpmap2||Normal mapping. {{bug|hidetested=1|Animated bump maps aren't possible as the shader lacks the $bumpframe parameter.}} }} | ||
{{MatParam|$color2||Color tinting.}} | {{MatParam|$color2||Color tinting.}} | ||
{{MatParam|$detail||Detail texturing.}} | {{MatParam|$detail||Detail texturing.}} |
Revision as of 07:18, 20 May 2025
WorldGGX
is a material shader available in the following Source engine games:
Day of Infamy ,
Insurgency . It was first introduced in Day of Infamy and back ported to Insurgency. Displacement blending similar to WorldVertexTransition is supported.

Supported Parameters
$basetexture
$bumpmap
$color2
$detail
$envmap
$blendmodulatetexture
Blend Mapping Parameters
$blendmap
$heightscale
$heightblend
$heightblendoffset
$parallax
$selfshadow
Misc. Parameters
$roughnessmultiplier
$lumroughness
See also
- SurfaceGGX, similar shader used for models.