From Valve Developer Community
Revision as of 19:26, 24 July 2019 by Practical Problems (talk | contribs) (Hello Tewan How Are You)
Jump to: navigation, search

LightmappedReflective is the shader used by func_reflective_glass. This shader renders real-time reflection and refractions similar to Water (shader).


The example shown here is materials/glass/reflectiveglass001.vmt

	"%tooltexture" "dev/flat_normal"
	"$refracttexture" "_rt_WaterRefraction"
	"$refractamount" "0"
	"$refracttint" "[.5 .5 .6]"

	"$reflecttexture" "_rt_WaterReflection"
	"$reflectamount" "0"
	"$reflecttint" "[1 1 1]"

	"$fresnelpower" "0"
	"$minreflectivity" "0.8"
	"$maxreflectivity" "1.0"
	"$normalmap" "dev/flat_normal"

	"$surfaceprop" "glass"
	"$bumpframe" "0"
Bug.png Bug: Adding proxies to a lightmappedreflective causes the texture to not be drawn.
Bug.png Bug: Does not appear to work in Portal 2 Portal 2
Bug.png Bug: Only works in CS:GO Counter-Strike: Global Offensive if the texture is $transparent, which can cause depth sorting issues with particles such as smoke from smoke grenades.

To do: Could this be because it includes some default proxy in order for it to work, and once there is a user-defined proxy, those "behind the scenes" proxies are no longer there?