Difference between revisions of "$rimlight"

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m (Corrected the commands listed in "Additional Parameters")
($rimlightmask doesn't exist, $rimmask does (thanks valve))
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; <code>$rimlightboost <[[int]]></code> {{EP2 add}}
 
; <code>$rimlightboost <[[int]]></code> {{EP2 add}}
 
: Boost for ambient cube component of rim lighting.
 
: Boost for ambient cube component of rim lighting.
;<code>$rimlightmask <[[boolean]]></code> {{EP2 add}}
+
;<code>$rimmask <[[boolean]]></code> {{EP2 add}}
 
: Uses the alpha channel of the $phongexponenttexture to mask rimlighting.
 
: Uses the alpha channel of the $phongexponenttexture to mask rimlighting.
  

Revision as of 17:41, 16 May 2019

Example of rim lighting in use on the TF2 Heavy.

The $rimlight VMT command adds a rim light to the model that appears to come indirectly from the environment. The color of the rim light is directly influenced by Ambient light.

Note:(New with Half-Life 2: Episode Two / Source 2007) Requires $phong to be set to 1. Phong shading is only available with VertexLitGeneric.

To do: Explain similarities and differences of Phong Fresnel ranges.

VMT syntax

$rimlight <bool>
 VertexLitGeneric
{
	$phong			1

	$bumpmap		<texture>
	$phongexponent		5		
	$phongexponenttexture	<texture>	
	$phongboost		1.0
	$phongfresnelranges	"[0 0.5 1]"

	$rimlight               1
	$rimlightexponent       2
	$rimlightboost          .2			
}

Additional parameters

$rimlightexponent <int> (New with Half-Life 2: Episode Two / Source 2007)
Exponent for phong component of rim lighting. The rim exponent defines the "tightness" of the highlight. A higher exponent results in a smaller, tighter highlight while a lower exponent results in a broader flatter one.
$rimlightboost <int> (New with Half-Life 2: Episode Two / Source 2007)
Boost for ambient cube component of rim lighting.
$rimmask <boolean> (New with Half-Life 2: Episode Two / Source 2007)
Uses the alpha channel of the $phongexponenttexture to mask rimlighting.


See also