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Aftershock

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Aftershock is a pixel shader available in all Source Source games since Source 2007 Source 2007.

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It draws animated and scrolling refraction. It is able to smoothly fade out with alpha blending depending on its distance to the ground (per vertex; calculated with the material parameters $GroundMin and $GroundMax) and the dot product of the per vertex geometry normal and world view vector (scaled by $SilhouetteThickness). Furthermore this shader does solely support the vertexformat that studiomodels use.

Parameters

Normal map for the refraction.
The frame to start an animated bumpmap on.
Transforms the bump map texture.
The default position is center .5 .5 scale 1 1 rotate 0 translate 0 0.
  1. center defines the point of rotation. Only useful if rotate is being used.
  2. scale fits the texture into the material the given number of times. 2 1 is a 50% scale in the horizontal X axis while the vertical Y axis is still at original scale.
  3. rotate rotates the texture counter-clockwise in degrees. Accepts any number, including negatives.
  4. translate shifts the texture by the given numbers. .5 will shift it half-way. 1 will shift it once completely over, which is the same as not moving it at all.
Note.pngNote:All values must be included!
Icon-Bug.pngBug:Scaling the texture may cause odd issues where the Texture Lock tool in Hammer will not actually lock the texture in place.
Icon-Bug.pngBug:Rotating textures applied on brushes will rotate around the map origin (confirm: Orangebox engine only?). A fix for this is to change the center position in the VMT to the brush's origin.
Controls the strength of the refraction by multiplying the normal map intensity.
Blank image.pngTodo: Color tint of the refraction?
Adds a blur effect. Valid values are 0, 1 and 2.
Both describe an interval used to fade out the shader.
Silhouette color tint.
Scales the generic fade amount along the models edge.

Time Proxy

For any reason, you may want to modulate time by scale it. The below material proxy is a simple sample to work properly.

Note.pngNote: you don't need to declare "CurrentTime" Proxie in cases where you don't need to relative modify time scale.
	"$time" "0.0"
	"$CurrentTime" "0.0" // declare a custom VMT Parameter to "CurrentTime" Proxie output
	"$timeMult" "0.5"    // declare a custom VMT Parameter to use at "Multiply" Proxie

	"Proxies"
	{
		"CurrentTime"
		{
			// It pass CurrentTime Proxie to "$CurrentTime" variable to scale materials effects such $emissiveblendscrollvector.
			"resultVar" "$CurrentTime" 
		}
		"Multiply"
		{
			"srcVar1" "$CurrentTime" // get $CurrentTime VMT parameter to multiply with srcVar2
			"srcVar2" "$timeMult"    // get $timeMult VMT parameter to multiply with srcVar1
			"resultVar" "$time"      // writes multiplication product into $time, scaling "CurrentTime" 
		}
	}

Example

The only known material using this shader, found in Half-Life 2: Episode Two Half-Life 2: Episode Two, materials/models/props_combine/sphere.vmt

"Aftershock"
{
	"<dx90"
	{
		"$fallbackmaterial" "models\props_combine\sphere_dx8"
	}

	"$normalmap" "models/props_combine/aftershock-normal"

	"$refractamount" "0.02"
	"$colortint" "[1.0 1.3 1.6]"

	"$SilhouetteThickness" "0.2"
	"$SilhouetteColor" "[0.3 0.3 0.5]"
	"$GroundMin" "-0.3"
	"$GroundMax" "-0.1"
	"$BlurAmount" "0.01"

	"$time" "0.0"
	"Proxies"
	{
		"CurrentTime"
		{
			"resultVar" "$time"
		}
	}
}

See also


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