SpriteCard: Difference between revisions
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The '''SpriteCard''' [[shader]] is for materials that will be used with Source's [[:Category:Particle System|particle system]]. | The '''SpriteCard''' [[shader]] is for materials that will be used with Source's [[:Category:Particle System|particle system]]. It provides the following unique parameters: | ||
;$minsize <[[normal]]> | ;$minsize <[[normal]]> | ||
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;$overbrightfactor <[[int]]?> | ;$overbrightfactor <[[int]]?> | ||
:Unknown. Perhaps a minimum light level? | :Unknown. Perhaps a minimum light level? | ||
SpriteCard also supports the unusual animation frame storage of Source's particles - see [[Animated Particles]]. | |||
[[Category:Shaders]] | [[Category:Shaders]] | ||
[[Category:List of Shader Parameters]] | [[Category:List of Shader Parameters]] |
Revision as of 02:29, 4 July 2008
The SpriteCard shader is for materials that will be used with Source's particle system. It provides the following unique parameters:
- $minsize <normal>
- $maxsize <normal>
- A minimum/maximum on-screen size for a particle. It will never go over/under the specified value. Todo: What if it's in a rendertarget?
Tip:$minsize is good for ensuring that effects like bloodspray are visible at a distance.
- $minfadesize <normal>
- $maxfadesize <normal>
- Causes a particle to begin (min) and end (max) fading out based on its on-screen size. Both params are required.
Tip:Good for controlling performance when walking through a cloud of large particles.
- $blendframes <bool>
- By default animated textures blend between any given two animation frames to increase the apparent animation rate. In translucent materials this adds additional overdraw to the scene, however. Disabling frame blend will trade the animation smoothing for performance.
- $overbrightfactor <int?>
- Unknown. Perhaps a minimum light level?
SpriteCard also supports the unusual animation frame storage of Source's particles - see Animated Particles.