Shaders in Glass: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
(These shader sources can be found in the modern SDK (some were added with TF2 source code, others were there already)) |
||
Line 10: | Line 10: | ||
* Two textures are mixed evenly and multiplied by a lightmap. Useful if one or both base textures are in motion. | * Two textures are mixed evenly and multiplied by a lightmap. Useful if one or both base textures are in motion. | ||
* Used in only one material: <code>glasswindow018a_cracked.vmt</code> | * Used in only one material: <code>glasswindow018a_cracked.vmt</code> | ||
* | * Can be found in [[Source SDK 2013 MP]] source code. | ||
===ShatteredGlass=== | ===ShatteredGlass=== |
Latest revision as of 14:31, 30 June 2025
The Glass
folder of hl2_misc_dir.vpk and hl2_textures_dir.vpk contain shaders dedicated to windows and glass materials:
- LightmappedGeneric is used for 46 materials.
- LightmappedGeneric_DX6 is used for the
glasswindowbreak070a.vmt
material (as a fallback shader for the LightmappedGeneric shader).
Dedicated Shaders
The following shaders are more or less exclusively used for this folder.
LightmappedTwoTexture
- Two textures are mixed evenly and multiplied by a lightmap. Useful if one or both base textures are in motion.
- Used in only one material:
glasswindow018a_cracked.vmt
- Can be found in Source SDK 2013 MP source code.
ShatteredGlass
- Used in only one material:
glasswindowbreak070b.vmt
- Only referred to once in released mod code (in
src\utils\vbsp\cubemap.cpp
). - Closely related to the
$crackmaterial
parameter, which in turn is related to the func_breakable_surf entity.
ShatteredGlass_DX7
- Used in the
glasswindowbreak070b.vmt
material (as a fallback shader for the ShatteredGlass shader). See above.
ShatteredGlass_DX8
- Used in the
glasswindowbreak070b.vmt
material (as a fallback shader for the ShatteredGlass shader). See above.