LightmappedReflective
LightmappedReflective
(DX9+) is a pixel shader available in all Source games since Source 2007. This shader renders real-time reflection and refractions similar to Water (shader).
Warning:All parameters listed in the example (except $bumpframe, %tooltexture and $surfaceprop) must be included when used, or func_reflective_glass may not work properly. Counter-Strike: Global Offensive additionally requires $translucent.
Important:This shader must be used on a brush tied to a
func_reflective_glass
, or the real time reflections will fail to work and it will be rendered as a plain brush.Bug:In Black Mesa this shader was missed in the deferred renderer update. To achieve the same effect, use 3D Skybox with logic_measure_movement to simulate reflection[Elaborate?] or use the
Water
shader (see True reflections under CSS).Note:Not available in DirectX 8 and earlier, and lacks shader fallbacks.
Example
The example shown here is materials/glass/reflectiveglass001.vmt
"lightmappedreflective" { "%tooltexture" "dev/flat_normal" "$refracttexture" "_rt_WaterRefraction" "$refractamount" "0" "$refracttint" "[.5 .5 .6]" "$reflecttexture" "_rt_WaterReflection" "$reflectamount" "0" "$reflecttint" "[1 1 1]" "$fresnelpower" "0" "$minreflectivity" "0.8" "$maxreflectivity" "1.0" "$normalmap" "dev/flat_normal" "$surfaceprop" "glass" "$bumpframe" "0" }
Bug:Stops correction and reflection itself if you look at reflective water. [todo tested in?]
Bug:Adding proxies to a lightmappedreflective causes the texture to not be drawn. (Could this be because it includes some default proxy in order for it to work, and once there is a user-defined proxy, those "behind the scenes" proxies are no longer there?) [todo tested in?]
Bug:If there is a portal in the reflection in Portal 2 and Portal 2 branch games, it will cause the game to crash. Almost works in The Beginner Guide under the same conditions. This is fixed in Portal 2: Community Edition [todo tested in?]
Warning:Although this is functional in Portal, the reflection does not update when viewed through portals and portals will only update in the reflection if both of them are visible to you and to the func_reflective glass. Also, if the portals are rotated differently and viewed through the func_reflective_glass, the portals will display incorrectly. This second bug has carried over into Portal 2 and Portal 2: Community Edition
Shader parameters
Textures
Warning:$bumpmap is NOT supported! $normalmap must be used!
Diffuse texture, optional.
bump map, per-pixel warping of the reflection
Frame to start the animated du/dv map and bump map on, respectively. Somewhat confusingly,
$bumpframe
affects $normalmap
, which should be pointing to a bump map.Transforms the bump map texture.
- The default position is
center .5 .5 scale 1 1 rotate 0 translate 0 0
.center
defines the point of rotation. Only useful ifrotate
is being used.scale
fits the texture into the material the given number of times.2 1
is a 50% scale in the horizontal X axis while the vertical Y axis is still at original scale.rotate
rotates the texture counter-clockwise in degrees. Accepts any number, including negatives.translate
shifts the texture by the given numbers..5
will shift it half-way. 1 will shift it once completely over, which is the same as not moving it at all.
- Note:All values must be included!
- Bug:Scaling the texture may cause odd issues where the Texture Lock tool in Hammer will not actually lock the texture in place. [todo tested in?]
- Bug:Rotating textures applied on brushes will rotate around the map origin (confirm: Orangebox engine only?). A fix for this is to change the center position in the VMT to the brush's origin. [todo tested in?]
Reflection
Texture to use for reflection. For real-time reflections, use
_rt_WaterReflection
.Amount of warp for the reflection. Higher values produce more warping. Also controls the strenght of the bump map
Color tint for the real-time reflection.
Controls opacity of reflection. Similar to $alpha
Per-pixel opacity of reflection
Todo: What is this?
Todo: What is this? It seems to do as the name suggests, controls the max reflection strength similar to $reflectance
Refraction
Texture to use for refraction. For real-time refractions, use
_rt_WaterRefraction
.Amount of warp for the refraction. Higher values produce more warping.
Color of the refraction.
- Warning:It is recommended that you set this to white or something close to white so that edge transitions work properly on DX9.
Other
See $surfaceprop.
Defines the texture Hammer will display in the material browser.
Controls fresnel effect of reflections.
Will make the surface both reflective and transparent dependent on the angle and distance of view.
- Bug: Must be set to "1" in Counter-Strike: Global Offensive, or the entity shifts its origin to [0 0 0].
- Note:Fixed in Strata Source[todo tested in?]