Difference between revisions of "$rimlight"

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m (Removed nonexistant bug, client error)
 
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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==

Latest revision as of 09:44, 5 September 2019

Example of rim lighting in use on the TF2 Heavy.

$rimlight is a material shader parameter available in all Source games since <Source> 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.

Note:Requires $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.

See also