$rimlight
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The $rimlight
material parameter, introduced in the Orange Box, adds a rim light to the model that appears to come indirectly from the environment. The color of the rim light is directly influenced by ambient light.
Note:Requires $phong to be set to 1. Phong shading is only available with VertexLitGeneric.
- Todo: Explain similarities and differences of Phong Fresnel ranges.
VMT syntax
$rimlight <bool>
VertexLitGeneric { $phong 1 $bumpmap <texture> $phongexponent 5 $phongexponenttexture <texture> $phongboost 1.0 $phongfresnelranges "[0 0.5 1]" $rimlight 1 $rimlightexponent 2 $rimlightboost .2 }
Additional parameters
$rimlightexponent <int>
- Exponent for phong component of rim lighting. The rim exponent defines the "tightness" of the highlight. A higher exponent results in a smaller, tighter highlight while a lower exponent results in a broader flatter one.
$rimlightboost <int>
- Boost for ambient cube component of rim lighting.
$rimmask <boolean>
- Uses the alpha channel of the $phongexponenttexture to mask rimlighting.