User:Deprecated/Sandbox
Sandbox for really big changes and testing stuff.
Contents
VertexLitGeneric rewrite
VertexLitGeneric
is the shader most commonly used to render models.
Supported Parameters
$bumpmap
- Bumpmapping.
$color2
- Color tinting.
$detail
- Detail texturing.
$envmap
- Specular reflections.
$emissiveblend
- Advanced flowing self-illumination, used on the Vortigaunts in Episode 2.
$flesh
- The flesh effect used for Alyx in Episode 2.
$halflambert
- Half-lambertian shading.
$lightwarptexture
- Per-texel color modification using a warp texture.
$phong
- Diffuse reflections.
$rimlight
- Constant rimlight based on phong and ambient lighting.
$selfillum
- Self-illumination.
$translucent
$alpha
- Expensive and cheap transparency.
$compress
$stretch
- Wrinklemaps for character faces.
$treeSway
- Vertex manipulation to give the effect of trees swaying in the wind.
Misc Parameters
$albedo <texture>
- Todo: albedo (Base texture with no baked lighting)
$desaturatewithbasealpha <float>
- Use the base alpha to desaturate the base texture. Set to non-zero to enable, value gets multiplied into the alpha channel before desaturating.
$flashlightnolambert <bool>
- Todo: Flashlight pass sets N.L=1.0
$seperatedetailuvs <bool>
- Todo: Use texcoord1 for detail texture
$vertexfog
- Todo: What does this do? Found in L4D2 materials.
Cloak
VertexLitGeneric natively supports the Spy cloak effect from Team Fortress 2. You will want to combine it with a sine wave proxy for the full effect.
$cloakpassenabled <bool>
- Enables cloaking effects.
$cloakfactor <normal>
- 0 = fully visible, 1 = fully invisible.
$cloakcolortint <RGB matrix>
- Colours the refraction effect. Default is white.
$refractamount <float>
- How strong the refraction effect should be when the material is partially cloaked (default = 2).
See also
- Materials for models
EyeRefract
, the shader for modeled eyes.Teeth
, the shader for modeled teeth.
LightmappedGeneric rewrite
LightmappedGeneric
is the shader most commonly used to render brushes and other lightmapped surfaces.
Supported Parameters
$bumpmap
- Bumpmapping.
$ssbump
- Self-shadowing bumpmapping.
$color
- Color tinting.
$decal
- Use this material as a decal.
$detail
- Detail texturing.
$distancealpha
- Edge filtering.
$envmap
- Specular reflections.
$lightwarptexture
- Per-texel color modification using a warp texture.
$seamless_scale
- Reduce stretching on displacements.
$selfillum
- Self-illumination.
$translucent
$alpha
- Expensive and cheap transparency.
$phong
- Diffuse reflections. only.