Difference between revisions of "$selfillum"

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The [[$selfillum]] [[VMT command]] makes a material glow in the dark. Shaders commonly support this effect.
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#redirect [[Glowing Textures#$selfillum textures]]
 
 
The effect is masked by default by the [[alpha channel]] of <code>[[$basetexture]]</code>, but there are other options (see below). Wherever the mask is located, white areas are self-illuminated while black areas are not.
 
 
 
{{Warning|Cannot be used with <code>$translucent</code> or similar values on [[model]]s.}}
 
{{Todo|Possible fix?}}
 
 
 
==VMT syntax example==
 
 
 
$selfillum <[[bool]]>
 
 
 
[[LightmappedGeneric]]
 
{
 
    [[$basetexture]] props/tvscreen005a
 
    '''$selfillum 1'''
 
    [[$surfaceprop]] glass
 
}
 
 
 
==Additional parameters==
 
 
 
; <code>$selfillumtint "[<red [[float]]> <green float> <blue float>]"</code>
 
: Adjusts the colour of the self-illumination effect. Default value is "[1 1 1]".
 
 
 
 
 
;<code>$selfillummask <texture></code> {{note|In Source 2007, use this, NOT $Selfillumtexture.}} {{note|$selfillummask does not work in conjunction with a bumpmap.}}
 
 
 
 
 
: A dedicated mask texture for the effect. Might not work in Ep1.
 
; <code>$selfillum_envmapmask_alpha <[[bool]]></code>
 
: Has the material derive its self-illumination mask from the alpha channel of the <code>[[$envmapmask]]</code>. Requires DirectX 9.
 
 
 
 
 
;<code>$selfillumtexture <texture></code>
 
: Use a selfillum texture.
 
{{Bug|Deprecated with Source 2007; doesn't work.}}
 
 
 
[[Category:List of Shader Parameters|S]]
 
[[Category:VMT Lighting]]
 

Latest revision as of 13:25, 8 April 2015