SolidEnergy
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SolidEnergy
is a pixel shader available in all Source games since Portal 2. (also in ) It is used for the fizzler, excursion funnel, light bridge, and laser field materials.
Contents
Supported effects
$flowmap
$flowbounds
$translucent
$additive
$refract
(only in )
Fresnel behavior
Powerup and vortex parameters
These material parameters are used to control the power-up animation, and up to two vortexes which normally appear when objects are nearby. They are generally set by the FizzlerVortex
proxy.
MaterialModify
proxy can instead be used to control the effects manually, for custom fizzlers.Detail
When using a basetexture, the shader also renders 2 optional detail textures, which are blended with the basetexture. Both of these detail textures use the same syntax of variant parameters as $detail, with "$detail1" or "$detail2" replacing the "$detail" prefix. (eg: $detail1scale 1) This method must be used if the material is to be used on a model, as meshes will not render if a flowmap is applied.
etc
Flowbounds
If a flowmap is used, the material uses an additional texture comprised of three greyscale masks on each of the color channels.
- Red controls the flow speed
- Green controls the tint amount from
$flow_color
- Blue controls the additive intensity, such as the ripples of a Fizzler
Refract (only in )
These parameters control the refraction effects added in P2:CE.
func_brush
with alpha effects applied to it will render on top of this texture. [todo tested in?]Type 1 (Flowmap) Example
The example shown below is materials/effects/fizzler.vmt
from Portal 2.
SolidEnergy { $basetexture "effects/fizzler_ripples_dim" $flowmap "effects/fizzler_flow" $flowbounds "effects/fizzler_bounds" $FLOW_NOISE_TEXTURE "effects/fizzler_noise" $FLOW_UVSCROLLDISTANCE "0.25" $FLOW_TIMEINTERVALINSECONDS "1.2" $FLOW_NOISE_SCALE 0.003 $FLOW_LERPEXP 1.5 $FLOW_WORLDUVSCALE 0.008 $FLOW_NORMALUVSCALE 0.008 $FLOW_COLOR "[0.025 0.08 0.1]" $FLOW_VORTEX_COLOR "[0.64 2.058 2.56]" $surfaceprop glass "%keywords" Portal2 $translucent 1 $additive 1 $FLOW_VORTEX_SIZE 35 "360?$outputintensity" 2.8 "SonyPS3?$outputintensity" .7 "srgb_pc?$outputintensity" 2.3 "!srgb_pc?$outputintensity" 1.7 Proxies { FizzlerVortex { } } }
Type 2 (Basetexture and Detail) Example
The example shown below is materials/effects/projected_wall.vmt
from Portal 2.
SolidEnergy { $basetexture "effects/projected_wall" $detail1 "effects/projected_wall_draw" $detail1scale 1 $DETAIL1BLENDMODE 1 $detail2 "effects/projected_wall_noise" $detail2scale 1 $detail2blendmode 0 $translucent 1 $additive 1 $vertexalpha 0 $vertexcolor 0 $nocull 1 $surfaceprop glass "%keywords" Portal2 $detailscroll1 "[0 0]" $detailscroll2 "[0 0]" $detail2componentscale "[1 1]" $basescroll "[0 0]" $basescale "[1 1]" "!srgb?$outputintensity" .75 Proxies { Sine { sinemin 0 sinemax 0.94 sineperiod 5 timeoffset 3 resultVar "$detailscroll1[0]" } LinearRamp { rate -3 initialValue 0 resultVar "$detailscroll1[1]" } LinearRamp { rate 0.18 initialValue 0 resultVar "$detailscroll2[1]" } Sine { sinemin 0.99 sinemax 1.01 sineperiod 0.125 timeoffset 0 resultVar "$detail2componentscale[0]" } Sine { sinemin 0.995 sinemax 1.005 sineperiod 0.1 timeoffset 0.05 resultVar "$basescale[0]" } LinearRamp { rate 0.15 initialValue 0 resultVar "$basescroll[1]" } TextureTransform { translateVar $detailscroll1 resultVar $detail1texturetransform } TextureTransform { translateVar $detailscroll2 scaleVar $detail2componentscale resultVar $detail2texturetransform } TextureTransform { translateVar $basescroll scaleVar $basescale resultVar $basetexturetransform } } }