Core (shader): Difference between revisions
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Important:In order for this shader to work properly, it must be used with a prop_coreball at the position of (2688,12139,5170). This value is hardcoded into the shader.
Note:This shader does not exist in engine branches after the Orange Box.
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Le Glaconus (talk | contribs) (formatting) |
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[[File:Citadel_core_shader.jpg|thumb|right|200px|The Citadel Core, which uses this shader.]] | [[File:Citadel_core_shader.jpg|thumb|right|200px|The Citadel Core, which uses this shader.]] | ||
{{this is a|pixel shader|name=Core|since=Half-Life 2: Episode One}} It is used to create a unstable, reflecting and refracting core of energy, used exclusively for the Core reactor in the Citadel in Episode One. | {{this is a|pixel shader|name=Core|since=Half-Life 2: Episode One}} It is used to create a unstable, reflecting and refracting core of energy, used exclusively for the Core reactor in the Citadel in Episode One. | ||
{{ | {{important|In order for this shader to work properly, it must be used with a {{ent|prop_coreball}} at the position of ({{mono|2688,12139,5170}}). This value is hardcoded into the shader.}} | ||
{{note|This shader does not exist in engine branches after the [[Orange Box]].}} | {{note|This shader does not exist in engine branches after the [[Orange Box]].}} | ||
==Shader Parameters== | ==Shader Parameters== | ||
{{MatParam|$corecolortexture|texture|The texture to use for the colors that get dynamically modified by the shader. The alpha channel of the | {{MatParam|$corecolortexture|texture|The texture to use for the colors that get dynamically modified by the shader. The alpha channel of the {{code|$corecolortexture}} determines the translucency of the core.}} | ||
{{MatParam|$corecolortextureframe|integer|The frame to start an animated | {{MatParam|$corecolortextureframe|integer|The frame to start an animated {{code|$corecolortexture}} on.}} | ||
{{MatParam|$normalmap|texture}} | {{MatParam|$normalmap|texture}} | ||
{{MatParam|$dudvmap|texture|The pattern of refraction is defined by a normal map (DX9+) or DUDV map (DX8-). May be animated.|dx8=1}} | {{MatParam|$dudvmap|texture|The pattern of refraction is defined by a normal map (DX9+) or DUDV map (DX8-). May be animated.|dx8=1}} | ||
{{MatParam|$bumpframe|int|The frame to start an animated bumpmap on. {{ | {{MatParam|$bumpframe|int|The frame to start an animated bumpmap on. {{todo|This may not work with the proxy required for the effect.}}}} | ||
{{MatParam|$bumptransform|matrix|Transforms the bump map texture. | {{MatParam|$bumptransform|matrix|Transforms the bump map texture. | ||
{{VMT UVtransform}}}} | {{VMT UVtransform}}}} | ||
{{MatParam|$envmap|texture|Adds a cubemap reflection on top of the refraction. | {{MatParam|$envmap|texture|Adds a cubemap reflection on top of the refraction. | ||
: {{note|Specular reflections for this shader will be drawn even if | : {{note|Specular reflections for this shader will be drawn even if {{cmd|mat_specular}} is set to 0.}}}} | ||
{{MatParam|$envmapframe|int|The frame to start an animated cubemap on.}} | {{MatParam|$envmapframe|int|The frame to start an animated cubemap on.}} | ||
{{MatParam|$envmaptint|RGB matrix|Controls the intensity of the reflection's [[RGB|red, green and blue]] color channels. Any positive number can be used. Default is | {{MatParam|$envmaptint|RGB matrix|Controls the intensity of the reflection's [[RGB|red, green and blue]] color channels. Any positive number can be used. Default is {{code|"[1 1 1]"}}, which means 100% intensity. {{note|You ''must'' use quotemarks, as there are space characters within the value.}}}} | ||
{{MatParam|$envmapcontrast|normal|Controls the [[Wikipedia:Contrast (vision)|contrast]] of the reflection. 0 is natural contrast, while 1 is the full squaring of the color (i.e. color*color).}} | {{MatParam|$envmapcontrast|normal|Controls the [[Wikipedia:Contrast (vision)|contrast]] of the reflection. 0 is natural contrast, while 1 is the full squaring of the color (i.e. color*color).}} | ||
{{MatParam|$envmapsaturation|normal|Controls the colour saturation of the reflection. 0 is greyscale, while 1 is natural saturation.}} | {{MatParam|$envmapsaturation|normal|Controls the colour saturation of the reflection. 0 is greyscale, while 1 is natural saturation.}} | ||
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==Example== | ==Example== | ||
The Core material used in | The Core material used in {{ep1|4}}, {{path|materials/models/props_combine/core_sheet|vmt|icon=file}} | ||
"Core" | "Core" |
Revision as of 09:24, 28 May 2025


Core
is a Pixel shader available in all Source games since
Half-Life 2: Episode One. It is used to create a unstable, reflecting and refracting core of energy, used exclusively for the Core reactor in the Citadel in Episode One.


Shader Parameters
$corecolortexture
$corecolortextureframe
$normalmap
$dudvmap
$bumpframe
$bumptransform
$envmap
$envmapframe
$envmaptint
$envmapcontrast
$envmapsaturation
$refractamount
$refracttint
$flowmap
$flowmapframe
$flowmapscrollrate
$flowmaptexcoordoffset
Example
The Core material used in Half-Life 2: Episode One,
materials/models/props_combine/core_sheet.vmt
"Core" { "$normalmap" "Models/props_combine/core_normal" "$dudvmap" "Models/props_combine/core_dudv" "$corecolortexture" "models/props_combine/corewarpcolor" "$flowmap" "models/props_combine/core_flow" "$model" 1 "$REFRACTAmOUNT" "0.15" "$FLOWMAPSCROLLRATE" "[.0475 .133]" // "$envmap" "CustomCubeMaps/core" "$envmap" "env_cubemap" "$refracttint" "[0.7 0.7 0.6]" "$envmaptint" "[0.8 0.6 0.6]" "$FLOWMAPTEXCOORDOFFSET" "1.0" "$TempMin" 0 "$TempMax" 1 "core_dx70" { "$fallbackmaterial" "models/props_combine/coredx70" } "core_dx80" { "$normalmap" "dev/water_normal" "$dudvmap" "dev/water_dudv" "$bumptransform" "center .5 .5 scale 5 5 rotate 0 translate 0 0" "$envmapcontrast" "1.0" } "Proxies" { "Sine" { "resultVar" "$FLOWMAPTEXCOORDOFFSET" "sineperiod" 4 "sinemin" "$TempMin" "sinemax" "$TempMax" } "AnimatedTexture" { "animatedtexturevar" "$normalmap" "animatedtextureframenumvar" "$bumpframe" "animatedtextureframerate" 29.00 } } }