Difference between revisions of "WorldGGX"

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m (Oops typo.)
m (Forgot type for $lumroughness.)
 
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;{{MatParam|$roughnessmultiplier|float|Multiplier for roughness.  {{TODO|More detail, what is roughness?}} }}
 
;{{MatParam|$roughnessmultiplier|float|Multiplier for roughness.  {{TODO|More detail, what is roughness?}} }}
;{{MatParam|$lumroughness||Enabling makes use of the luminance to affect the roughness, default is 0. {{TODO|More detail, luminance of the $basetexture?}} }}
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;{{MatParam|$lumroughness|bool|Enabling makes use of the luminance to affect the roughness, default is 0. {{TODO|More detail, luminance of the $basetexture?}} }}
  
 
== See Also ==
 
== See Also ==
 
*{{ent|SurfaceGGX}}, similar shader used for models.
 
*{{ent|SurfaceGGX}}, similar shader used for models.

Latest revision as of 15:28, 2 December 2020

WorldGGX is a material shader available in the following Source engine games: Day of Infamy Day of Infamy , Insurgency Insurgency . It was first introduced in Day of Infamy and back ported to Insurgency. Displacement blending similar to WorldVertexTransition is supported.

Bug.png Bug: This shader won't receive light from env_projectedtextures like the player's flashlight. If the player is allowed to use a flashlight, the best case scenario is to only use this shader on materials in lit up areas.

Supported Parameters

$basetexture to $basetexture2
Diffuse texture.
$bumpmap to $bumpmap2
Normal mapping.
Bug.png Bug: Animated bump maps aren't possible as the shader lacks the $bumpframe parameter.
$color2
Color tinting.
$detail
Detail texturing.
$envmap
Specular reflections.
$blendmodulatetexture
Modulation texture for Displacement blending.

Blend Mapping Parameters

$blendmap to $blendmap2 <texture>
Blend map to use for specular and parallaxing (if $parallax is 1). Can also take a height map.
$heightscale to $heightscale2 <float>
A scalar for the $blendmap(2)'s parallax effect.
$heightblend <boolean>
Enabling allows use of $blendmap and $blendmap2.
$heightblendoffset <float>
Offsets the blend map, default is 0.5.
$parallax <boolean>
Enabling uses the blend map as a height map for a parallax effect.
$selfshadow <boolean>
Enabling creates ambient occlusion around the parallax effect.

Misc. Parameters

$roughnessmultiplier <float>
Multiplier for roughness. To do: More detail, what is roughness?
$lumroughness <boolean>
Enabling makes use of the luminance to affect the roughness, default is 0. To do: More detail, luminance of the $basetexture?

See Also