WorldGGX

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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.

Icon-Bug.pngBug: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

Diffuse texture.
$bumpmap to $bumpmap2 <void>
Normal mapping.
Icon-Bug.pngBug:Animated bump maps aren't possible as the shader lacks the $bumpframe parameter.
$color2 <void>
Color tinting.
$detail <void>
Detail texturing.
$envmap <void>
Specular reflections.
Modulation texture for Displacement blending.

Blend Mapping Parameters

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

Misc. Parameters

Multiplier for roughness.
Blank image.pngTodo: More detail, what is roughness?
Enabling makes use of the luminance to affect the roughness, default is 0.
Blank image.pngTodo: More detail, luminance of the $basetexture?

See also