List of shader parameters
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This page serves the purpose of being an exhaustive list of all shader parameters for material creators



List of Parameters
Uncatagorised
- $a_b_halfwidth
- $a_b_noise
- $a_s_halfwidth
- $a_s_noise
- $a_t_halfwidth
- $a_threshold
- $abstmp
- $additive
- $alpha
- $alpha_bias
- $alphatest
- $animatedtextureframenumvar
- $animatedtextureframerate
- $animatedtexturevar
- $bluramount
- $blurtexture
- $bottommaterial
- $brightness
- $cheapwaterenddistance
- $cheapwaterstartdistance
- $clientshader
- $cloudalphatexture
- $cloudscale
- $color
- $comparez
- $crackmaterial
- $dudvframe
- $dudvmap //a type of texture map used on a refration shader, use nvidia plugin for pshop to create
- $dummyvar
- $env_cubemap //sets certain properties to use ingame cubemaps eg. $envmap env_cubemap]]
- $envcontrast
- $envmap
- $envmapcontrast
- $envmapframe
- $envmapmask
- $envmapmaskframe
- $envmapmaskscale
- $envmapmasktransform
- $envmapsaturation
- $envmaptint
- $eyeorigin
- $eyeup
- $fadeoutonsilhouette
- $falloffamount
- $falloffdistance
- $falloffoffset
- $fbtexture
- $fixedfunction
- $flags
- $flags_defined
- $flags_defined2
- $flags2
- $fogcolor
- $fogenable
- $fogend
- $fogstart
- $forcecheap
- $forceexpensive
- $forward
- $frame
- $frame2
- $frametexture
- $fresnelreflection
- $glassenvmap
- $glassenvmaptint
- $glint
- $glintu
- $glintv
- $gradienttexture
- $halfwidth
- $hasselfillum
- $ignorevertexcolors
- $illumfactor
- $iris
- $irisframe
- $irisu
- $irisv
- $j_b_halfwidth
- $j_b_noise
- $j_basescale
- $j_s_halfwidth
- $j_s_noise
- $j_t_halfwidth
- $j_threshold
- $leakamount
- $leakcolor
- $leakforce
- $leaknoise
- $lights
- $maskscale
- $maxlight
- $mean
- $micros
- $micros_frame
- $micros_transform
- $minlight
- $mod2x
- $modelmaterial
- $multiply
- $multiplyby_max_hdr_overbright
- $multiplybyalpha
- $multiplybycolor
- multipass 1 //in glasswindowbreak070a : guess that it allows decals or multiple textures to overlay on it.
- $nocompress
- $nocull
- $noisechoice
- $normal
- $normalmap
- $normalmapenvmask
- $noscale
- $one
- $passcount
- $polyoffset
- $pulserate
- $reflectamount
- $reflectentities
- $reflecttexture
- $reflecttint
- $refractamount //change how much the shader refracts. Decimal value
- $refractionamount
- $refracttexture
- $refracttint //change the hue of the refration
- $refracttinttexture //use a texture map to change the hue of the refraction
- $refracttinttextureframe
- $scale
- $shaderprop
- $spriteframe
- $spriteorientation
- $spriteorigin
- $spriterendermode
- $subdivsize
- $temp
- $temp1
- $temp2
- $tempvec
- $tex2offset
- $tex2scale
- $texoffset
- $texscale
- $texture2
- $texture2scale
- $texture2transform
- $time
- $tooltexture
- $translucent
- $translucent_material //best guess is, use a grayscale image instead of $basetexture for transp.
- $translucentgoo
- $unlitfactor
- $usebumpmap
- $usingpixelshader
- $waterdepth
- $wave
- $wetbrightnessfactor
- $writeZ
- $xo_b_halfwidth
- $xo_b_noise
- $xo_s_halfwidth
- $xo_s_noise
- $xo_t_halfwidth
- $xo_threshold
- $zero