$specmap_texture

From Valve Developer Community
(Redirected from New Specular)
Jump to: navigation, search
English (en)Translate (Translate)
Icon-broom.png
This article or section needs to be cleaned up to conform to a higher standard of quality because:
grammar
For help, see the VDC Editing Help and Wikipedia cleanup process. Also, remember to check for any notes left by the tagger at this article's talk page.

$specmap_texture is a material shader parameter available in Black Mesa Black Mesa.

New specular shader, example in bs_c3m0d. You can see how the floor reflects the red light source, the same for the floodlight.

This shader is used for surfaces to give PBR style shiny speculars. Works with VertexLitGeneric and LightmappedGeneric. This shader work only with deferred rendering lighting entities which support and use SpecularMultiplier parametr (in the game code or as kayvalue), the entities is: NewLight_Point, NewLight_Spot, npc_zombie_hev (flashlight), prop_barrel_cactus, prop_barrel_cactus_semilarge, prop_barrel_interloper, prop_barrel_interloper_small, env_cascade_light, bmortar, npc_plantlight, npc_plantlight_stalker, player (flashlight).

Confirm:Is this full list of entities ?
Warning.pngWarning: This is pretty expensive shader for video cards, in large quantities may not cause optimization problems, but it will heat up your video card very much. Use wisely.
Icon-Bug.pngBug:Doesn't work with VertexLitGeneric if $phong is enabled.  [todo tested in?]
Black Mesa Level Creation

Parameters and Effects

Defines a specularmap texture that will use specular.
An example.


Controls the color and saturation of the specularity. If all three values are the same - the color obtained from deferred rendering light source will be used.
Examples.


Defines style and behaviour for speculars, there are 3 available values - 0, 1 and 2.
Examples.


Defines gloss scale. Works differently depending on $specmap_mode value.
Examples of $specmap_mode - 0.


Examples of $specmap_mode - 1.


Examples of $specmap_mode - 2.


Use the alpha channel of the $bumpmap or $normalmap as a specular mask. $specmap_texture will be used as an additional mask or glossiness mask if $specmap_mode is set. This allows a blendable specular mask on LightmappedGeneric.
Todo: Check to see if parameters such as $envmapmask or $basealphaenvmapmask and others affect newlight specular.

Bugs/Limitations

World geometry doesn't work with env_cascade_light

Unlike models - speculars doesn't work with env_cascade_light for world geometry.

Fullbright glitch with $specmap_mode

If values are used in $specmap_mode that were not thought out for use - surface will get fullbright and you'll get message in the console:

************************************************* Shader 'shaders\fxc\gbbrush_ps30.vcs' - Couldn't load combo 184025856 of shader (dyn=384) static combos: BASETEXTURE2=0 BUMPMAP=1 BUMPMAP2=0 CUBEMAP=0 ENVMAPMASK=0 BASEALPHAENVMAPMASK=0 SELFILLUM=0 NORMALMAPALPHAENVMAPMASK=0 WARPLIGHTING=0 FANCY_BLENDING=0 SEAMLESS=0 DETAIL_BLEND_MODE=0 MOSS=0 NEW_SPECMAP=0 SHADER_SPECIAL_MODE=0 ************************************************* ************************************************* Shader 'shaders\fxc\gbbrush_gbuffer_ps30.vcs' - Couldn't load combo 48 of shader (dyn=4) static combos: ALPHACLIP=0 NEW_SPECMAP=0 *************************************************

See also