WorldGGX
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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 ?]
WorldGGX
is a Pixel shader available in Day of Infamy and
Insurgency. It was first introduced in Day of Infamy and back ported to Insurgency. Displacement blending similar to WorldVertexTransition is supported.

Supported Parameters
$basetexture to $basetexture2 <void>
Diffuse texture.
Normal mapping.
Bug:Animated bump maps aren't possible as the shader lacks the $bumpframe parameter.

$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.