EyeRefract

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Revision as of 03:51, 1 May 2020 by KalimandoEnd (talk | contribs) (Added information to $corneatexture)
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Eyerefract.jpg
This article is about the shader. For the preceding shader, see Eyes.  For the QC property of $model, see Eyeball./ For the tool, see qc_eyes.

Shader-ball.png EyeRefract It is used to create realistic eyes, which are affected by map lighting and dynamic lighting, such as those from flashlights. This shader is a successor to the Eyes shader from Half-Life 2 Half-Life 2 .

Icon-Bug.pngBug:Although this shader has support for $emissiveblend, it is not fully implemented and does not work properly.  [todo tested in ?]

Shader Parameters

$iris $irisframe $corneatexture $corneabumpstrength $parallaxstrength $dilation [[$lightwarptexture|$lightwarptexture]] [[$envmap|$envmap]] $glossiness $ambientoccltexture $ambientocclcolor [[$ambientocclusion|$ambientocclusion]] [[$halflambert|$halflambert]] $raytracesphere $spheretexkillcombo $eyeballradius

Other Parameters

$eyeorigin $irisu $irisv $intro $warpparam $entityorigin

Todo: Include cloak parameters in here?
Todo: Can this shader be used outside of a model with qc eyes, by using proxies (or in SFM override materials) to modify these shader values?