$rimlight
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$rimlight
is a material shader parameter for the VertexLitGeneric shader available in all Source games since Source 2007. It adds a constant rim light to the model that appears to come indirectly from the environment. The color of the rim light is directly influenced by ambient light and behave closer to $phongfresnelranges Z component.
Note:Requires $phong to be set to 1.
- Todo: Explain similarities and differences of Phong Fresnel ranges.
- Warning: Features no visible effect. however, you can increase $phongfresnelranges Z vector to archive a closer effect.
VMT syntax
$rimlight <bool>
VertexLitGeneric { $phong 1 $bumpmap <texture> $phongexponent 5 $phongexponenttexture <texture> $phongboost 1.0 $phongfresnelranges "[0 0.5 1]" $rimlight 1 $rimlightexponent 2 $rimlightboost .2 }
Additional Parameters
Exponent for phong component of rim lighting. The rim exponent defines the "tightness" of the highlight. A higher exponent results in a smaller, tighter highlight while a lower exponent results in a broader flatter one.
Bug:Appears to have no effect in HLMV. [todo tested in?]
Additive boost for ambient cube component of rim lighting.
By default the rim light is white, This will tint both, phong and rim lighting. See Phong for more.