$lightwarptexture
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The technique was first used in
Day of Defeat: Source's snow maps, such as Kalt.
Template:Shaderparam It tints texels depending on their brightness. It can be thought of as localized color correction.
Caveats
$lightwarptexture must be specified after all other textures, otherwise it will overwrite them.$lightwarptexture on VertexLitGeneric requires a $bumpmap. If not specified, a default one will be used instead! It will be as if a $bumpmap is in the VMT!
$lightwarptexture.
- $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.
$lightwarptexture on a brush or displacement will appear as if lightwarp were not present, whereas the same $lightwarptexture on a model with no phong would result in the model being lit uniformly (like GoldSrc flatshade texture mode.VTF parameters
A lightwarp texture should use uncompressed BGR888 format to avoid undesired color banding on lighting gradients[1], and should be UV clamped.
If using
VTEX, use these compile parameters:
nocompress 1 // disable texture compression, to prevent undesired color banding nomip 1 // disable mipmaps, which are unnecessary in this instance nolod 1 // always use the full resolution version of this texture (due to being low-resolution to begin with) clamps 1 // prevent tints at lighting extremes from blending together clampt 1 // optional? stripalphachannel 1 // remove unnecessary alpha channel, if present
Examples

ground/snow_warp.vtf(
)
- This is the lightwarp texture used in the
Day of Defeat: Source screen above. It is designed to add a subtle bluish tint to darker snow without affecting brighter regions. 
models/player/pyro/pyro_lightwarp.vtf(
)
- This is applied to all
Team Fortress 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 (custom)

- 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 (custom)

- 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.