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Core

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The Citadel Core, which uses this shader.

Core is a Pixel shader available in all Source Source games since Half-Life 2: Episode One 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.

Note.pngNote:In order for this shader to work properly, it must be used with a prop_coreball at the position of (2688,12139,5170). This value is hardcoded into the shader.
Note.pngNote:This shader does not exist in engine branches after the Orange Box.

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
		}
	}
}