WorldGGX
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WorldGGX
is a material shader available in the following Source engine games:
Day of Infamy , Insurgency . It was first introduced in Day of Infamy and back ported to Insurgency. Displacement blending similar to WorldVertexTransition is supported.
Bug:This shader won't receive light from env_projectedtextures like the player's flashlight. If the player is allowed to use a flashlight, the best case scenario is to only use this shader on materials in lit up areas. [todo tested in?]
Supported Parameters
$basetexture to $basetexture2 <void>
Diffuse texture.
$color2 <void>
Color tinting.
$detail <void>
Detail texturing.
$envmap <void>
Specular reflections.
$blendmodulatetexture <void>
Modulation texture for Displacement blending.
Blend Mapping Parameters
Blend map to use for specular and parallaxing (if $parallax is 1). Can also take a height map.
A scalar for the $blendmap(2)'s parallax effect.
Enabling allows use of $blendmap and $blendmap2.
Offsets the blend map, default is 0.5.
Enabling creates ambient occlusion around the parallax effect.
Misc. Parameters
Multiplier for roughness.
Todo: More detail, what is roughness?
Enabling makes use of the luminance to affect the roughness, default is 0.
Todo: More detail, luminance of the $basetexture?
See also
- SurfaceGGX, similar shader used for models.