EyeRefract
		
		
		
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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.
Template:Format 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  Source 2004.
 Source 2004.
 Bug:Although this shader has support for $emissiveblend, it is not fully implemented and does not work properly.  [todo tested in ?]
Bug:Although this shader has support for $emissiveblend, it is not fully implemented and does not work properly.  [todo tested in ?] Bug:The shader doesn't work in
Bug:The shader doesn't work in  Counter-Strike: Global Offensive, where eyes are always directed to the map's center. Standard models use static eyes.  [todo tested in ?]
 Counter-Strike: Global Offensive, where eyes are always directed to the map's center. Standard models use static eyes.  [todo tested in ?] Confirm:is this just CS:GO, or is it all
 Confirm:is this just CS:GO, or is it all  CS:GO engine branch games?
 CS:GO engine branch games?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?

























