Category talk:Shader parameters

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Revision as of 15:45, 2 January 2009 by TomEdwards (talk | contribs)
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Why are these all here on the talk page tho?? --Craziestdan 09:34, 2 Jan 2009 (PST)

It wouldn't do to spam up the main page with all this until it can be described and sorted. --TomEdwards 14:45, 2 Jan 2009 (PST)

List of Shader Parameters from HL2world.com

retrieved[1] April 2008 (last updated July 2006 by-nc-nd)

Compile Parameters from HL2world.com

Left 4 Dead params

VertexLitGeneric
$shinyblood
$shinybloodexponent
$allowdiffusemodulation
$ambientocclusion
$shaderSrgbRead360
$color2
$basemapluminancephongmask
$basemapalphaphongmask
$allowalphatocoverage (related to $distancealpha?)
$blendtintbybasealpha
$compress ("Wrinkle map")
$stretch ("Wrinkle map")
GPU>=2?$phong (SLI test before param is used?)
EyeRefract
$AmbientOcclTexture // Ambient occlusion in RGB, A unused
$RaytraceSphere // Default 1 - Enables raytracing in the pixel shader to make the eyeball look round (ps.2.0b and later)
$SphereTexkillCombo // Default 1 - Enables killing pixels that don't ray-intersect the sphere (ps.2.0b and later)
$CorneaTexture // Special texture that has 2D cornea normal in RG and other data in BA
$CorneaBumpStrength
$ParallaxStrength

TF2 params

	// Rim lighting parameters
	$rimlight 1			// To enable rim lighting (requires phong)
	$rimlightexponent 4		// Exponent for phong component of rim lighting	
	$rimlightboost 2		// Boost for ambient cube component of rim lighting
	$rimmask 1			// Use the alpha channel of the $phongexponenttexture as a rim mask.

	$glossiness 0.5			// Default 1.0	(attenuates reflections..making the irises seem darker)