Difference between revisions of "$rimlight"
Deprecated (talk | contribs) (Changed to use Shaderparam and Matparam templates) |
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{{note|Requires {{ent|$phong}} to be set to 1.}} | {{note|Requires {{ent|$phong}} to be set to 1.}} | ||
: {{TODO|Explain similarities and differences of [[Phong materials#Phong Fresnel ranges|Phong Fresnel ranges]].}} | : {{TODO|Explain similarities and differences of [[Phong materials#Phong Fresnel ranges|Phong Fresnel ranges]].}} | ||
+ | {{bug|Does not work when being inherited via "include" material in [[:Patch|Patch]] shader. (Must be declared in "insert" section.)}} | ||
==VMT syntax== | ==VMT syntax== |
Revision as of 01:12, 5 September 2019
$rimlight
is a material shader parameter available in all Source games since Source 2007 for
VertexLitGeneric
. It adds a constant 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.

$phong
to be set to 1.- 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
<integer>
- 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
<integer>
- Boost for ambient cube component of rim lighting.
$rimmask
<boolean>
- Uses the alpha channel of the $phongexponenttexture to mask rimlighting.