$lightwarptexture
< Zh
		
		
		
		Jump to navigation
		Jump to search
		这项技术首次应用于 
 胜利之日:起源'的雪地地图之中, 比如Kalt的雪景。
Template:Shaderparam它的色调texel取决于它们的亮度。它可以被认为是局部的彩色修正.
警告
$lightwarptexture 必须指定后所有其他纹理,否则它将覆盖它们。$lightwarptexture 在VertexLitGeneric 之后需要一个 $bumpmap. 如果未指定,则使用默认值! 就好像是 $bumpmap 在VMT!$lightwarptexture合作.- $detailblendmode 5-9 won't work - 5 & 6 will work when $phong is used.
 - $envmapmask won't work except in 
 Mapbase. $selfillum_envmapmask_alpha Doesn't work in any branch. 
$lightwarptexture does not seem to exist at all for LightmappedGeneric in 
Lightwarp textures
A lightwarp texture is a one-dimensional strip of pixels. Dark texels will be tinted with the colour on the left-hand side, and bright texels with the colour on the right. 50% gray means no tint.
Examples
snow_warp
- This is the lightwarp texture used in the 
 胜利之日:起源 screen to the right. It is designed to add a subtle bluish tint to darker snow without affecting brighter regions. pyro_lightwarp
- This is applied to all 
 军团要塞2 characters, not just the Pyro. It creates the high-contrast shadows with red-tinged terminators typical of the illustrative art the game apes. - Posterized
 
- This custom warp texture creates a posterized "line art" style. Enabling lightwarp alone isn't enough however: ambient lighting must be at 0 to make unlit areas black, and world lighting must become viewer-dependent to ensure that shadows are always cast.
 Cel Shading
- Cel shading can make objects look more cartoony by replacing the smooth lighting gradient with sharp steps.
 
Other possible uses of $lightwarptexture include contrast enhancement, tweaking vertex lighting shadow transitions, highlight softening, and more.