$rimlight
Revision as of 01:44, 5 September 2019 by Rush Freak (talk | contribs) (Removed nonexistant bug, client error)
$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.