# Talk:List Of Material Proxies

How to do a water who change color fog, with use a button in game? Thx. --Anarkia777 18:10, 27 July 2010 (UTC)

- Use a material_modify_control. --TomEdwards 20:13, 27 July 2010 (UTC)

Does the LampBeam proxy really exist? I get: "Error: Material "effects/ray02" : proxy "LampBeam" not found!" when trying to use it. A solution if you're looking to hide flat geometry light effects is making the material fade when the player gets near:

//Variables

"$param" 0.3

"$playerdistance" 0.0

"$alpha_unclamped" 0.0

//Fade when player gets near

"Proxies" {

- "PlayerProximity"

- {

- "resultVar" "$playerdistance"

- }

- "Subtract"

- {

- "srcVar1" "$playerdistance"

- "srcVar2" "$param"

- "resultVar" "$alpha_unclamped"

- }

- "Clamp"

- {

- "min" 0.0

- "max" 1.0

- "srcVar1" "$alpha_unclamped"

- "resultVar" "$alpha"

- }

}

--Fewes 14:44, 16 September 2010 (UTC)

## Frac Proxy

I tried to make an animated material oscillating between the first and last frame in a linear fashion. The Frac proxy, which I had to use for this, does however not return the fractional part of the input number, but the integer part. It always returns an integer. I subtracted it's returnVal from the initial value and got the wanted result (float value between 0 and 1). Can someone confirm this and edit the page?

The finished material:

```
UnlitGeneric
{
$basetexture "path_to/mytexture"
$one 1
$two 2
$half 0.5
$scalar 7.99
$sl_counter 0
$sl_oscillator 0
$sl_floor 0
$sl_frac 0
$sl_rampup 0
$sl_rampdowntmp 0
$sl_rampdown 0
Proxies
{
LinearRamp
{
rate 0.1
initialvalue 0
resultvar $sl_counter
}
// Frac is actually a floor function!
Frac
{
srcVar1 $sl_counter
resultVar $sl_floor
}
Subtract
{
srcVar1 $sl_counter
srcVar2 $sl_floor
resultVar $sl_frac
}
// sl_frac is now increasing from 0 to 1 and then set back to 0, as expected from a frac function
// will now make it oscillating between 0 and 1
Multiply
{
srcVar1 $sl_frac
srcVar2 $two
resultVar $sl_rampup
}
Subtract
{
srcVar1 $one
srcVar2 $sl_frac
resultVar $sl_rampdowntmp
}
Multiply
{
srcVar1 $sl_rampdowntmp
srcVar2 $two
resultVar $sl_rampdown
}
LessOrEqual
{
lessequalvar $sl_rampup
greatervar $sl_rampdown
srcVar1 $sl_frac
srcVar2 $half
resultVar $sl_oscillator
}
// Done! And now scale it to 0 - 7.99 range, as our vtf has 8 frames
Multiply
{
srcVar1 $sl_oscillator
srcVar2 $scalar
resultVar $frame
}
}
}
```

-MBit 16:09, 8 September 2011 (PDT)