Core
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Core is a Pixel shader available in all
Source games since
Half-Life 2: Episode One. It is used to create a unstable, reflecting and refracting core of energy, used exclusively for the Core reactor in the Citadel in Episode One.
prop_coreball at the position of (2688,12139,5170). This value is hardcoded into the shader.Shader Parameters
$corecolortexture
$corecolortextureframe
$normalmap
$dudvmap
$bumpframe
$bumptransform
$envmap
$envmapframe
$envmaptint
$envmapcontrast
$envmapsaturation
$refractamount
$refracttint
$flowmap
$flowmapframe
$flowmapscrollrate
$flowmaptexcoordoffset
Example
The Core material used in Episode One, materials/models/props_combine/core_sheet.vmt
"Core"
{
"$normalmap" "Models/props_combine/core_normal"
"$dudvmap" "Models/props_combine/core_dudv"
"$corecolortexture" "models/props_combine/corewarpcolor"
"$flowmap" "models/props_combine/core_flow"
"$model" 1
"$REFRACTAmOUNT" "0.15"
"$FLOWMAPSCROLLRATE" "[.0475 .133]"
// "$envmap" "CustomCubeMaps/core"
"$envmap" "env_cubemap"
"$refracttint" "[0.7 0.7 0.6]"
"$envmaptint" "[0.8 0.6 0.6]"
"$FLOWMAPTEXCOORDOFFSET" "1.0"
"$TempMin" 0
"$TempMax" 1
"core_dx70"
{
"$fallbackmaterial" "models/props_combine/coredx70"
}
"core_dx80"
{
"$normalmap" "dev/water_normal"
"$dudvmap" "dev/water_dudv"
"$bumptransform" "center .5 .5 scale 5 5 rotate 0 translate 0 0"
"$envmapcontrast" "1.0"
}
"Proxies"
{
"Sine"
{
"resultVar" "$FLOWMAPTEXCOORDOFFSET"
"sineperiod" 4
"sinemin" "$TempMin"
"sinemax" "$TempMax"
}
"AnimatedTexture"
{
"animatedtexturevar" "$normalmap"
"animatedtextureframenumvar" "$bumpframe"
"animatedtextureframerate" 29.00
}
}
}