Difference between revisions of "$selfillum"

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m (Additional parameters)
(Additional parameters)
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: Use a selfillum texture.
 
: Use a selfillum texture.
 
{{Bug|Deprecated with Source 2007; doesn't work.}}
 
{{Bug|Deprecated with Source 2007; doesn't work.}}
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;<code>$selfIllumFresnel<[[bool]]></code>
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:Allows the material to use Fresnel ranges. {{Todo|Confirm}}
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;<code>$selfIllumFresnelMinMaxExp [n n n]</code>
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:Default: 0.0 1.0 1.0.  Like the phong Fresnel ranges, but with selfillum.
  
 
[[Category:List of Shader Parameters|S]]
 
[[Category:List of Shader Parameters|S]]
 
[[Category:VMT Lighting]]
 
[[Category:VMT Lighting]]
 
[[Category:English]]
 
[[Category:English]]

Revision as of 00:09, 5 August 2011

Français

The $selfillum VMT command makes a material glow in the dark. Shaders commonly support this effect.

The effect is masked by default by the alpha channel of $basetexture, but there are other options (see below). Wherever the mask is located, white areas are self-illuminated while black areas are not.

Warning.png Warning: Cannot be used with $translucent or similar values on models.

To do: Possible fix?

VMT syntax example

$selfillum <bool>
LightmappedGeneric
{
    $basetexture props/tvscreen005a
    $selfillum 1
    $surfaceprop glass
}

Additional parameters

$selfillumtint "[<red float> <green float> <blue float>]"
Adjusts the colour of the self-illumination effect. Default value is "[1 1 1]".


$selfillummask <texture>
Note.png Note: In Source 2007, use this, NOT $Selfillumtexture.


A dedicated mask texture for the effect. Might not work in Ep1.
$selfillum_envmapmask_alpha <bool>
Has the material derive its self-illumination mask from the alpha channel of the $envmapmask. Requires DirectX 9.


$selfillumtexture <texture>
Use a selfillum texture.
Bug.png Bug: Deprecated with Source 2007; doesn't work.
$selfIllumFresnel<bool>
Allows the material to use Fresnel ranges. To do: Confirm
$selfIllumFresnelMinMaxExp [n n n]
Default: 0.0 1.0 1.0. Like the phong Fresnel ranges, but with selfillum.