func_reflective_glass
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CFuncReflectiveGlass |
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func_reflective_glass
is a brush entity available in all Source games since
Source 2007.
Entity description
It is used to produce perfectly reflective glass that renders world + entities. You must use a LightmappedReflective texture (glass/reflectiveglass001.vmt
is a good start) on one side of the brush, and the rest of the sides either nodraw or some other opaque texture for this to work properly.
It is functionally identical to expensive water shaders, but typically used with opaque, flat materials.









r_portal_stencil_depth
is set to 0 (which disables portal rendering):
- Having linked portals present near the mirror, or if they are present anywhere within the players' view range (even if they are not being reflected) will cause heavy visual artifacts. The effects are more intense if more portals are reflected and/or more portals are within the players' view range.
- The view through portals renders incorrectly or not at all when viewed through a mirror.
- If a mirror is viewed through a portal, the mirror will still reflect based on the players' absolute position rather than the relative position from the other portal, which causes the mirror to display inaccurately.
- If
r_portal_stencil_depth
is greater than 2, the game may crash when attempting to look through portals that can see each other and the mirror.




Keyvalues / Inputs / Outputs
are same as func_brush.See also
- LightmappedReflective, the material shader used for this entity.
YouTube tutorial: How to make a mirror
- prop_mirror (only in
): an alternate method of creating an albeit simple real-time reflection