Aftershock (New with Half-Life 2: Episode Two / Source 2007)
This shader 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
$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.
materials/models/props_combine/sphere.vmt. It can be found in episode two materials.gcf.
Shader specific parameters
- Used to tweak the refraction effect.
- Scales the generic fade amount along the models edge.
- Both describe an interval used to fade out the shader. Supposedly requires a custom material proxy to work correctly on non-stationary models.