$lightwarptexture
![](/w/images/thumb/2/23/Lightwarp_snow.jpg/200px-Lightwarp_snow.jpg)
这项技术首次应用于
胜利之日:起源'的雪地地图之中, 比如Kalt的雪景。
![胜利之日:起源](/w/images/thumb/6/65/Dods_icon.png/16px-Dods_icon.png)
$lightwarptexture
(DX9+) is a material shader parameter available in all 起源 games since
起源2006 for
VertexLitGeneric
, LightmappedGeneric
, WorldVertexTransition
, EyeRefract
.它的色调texel 取决于它们的亮度。它可以被认为是局部的彩色修正 .
警告
![Icon-Important.png](/w/images/thumb/5/5c/Icon-Important.png/10px-Icon-Important.png)
$lightwarptexture
必须指定后所有其他纹理,否则它将覆盖它们。![Icon-Important.png](/w/images/thumb/5/5c/Icon-Important.png/10px-Icon-Important.png)
$lightwarptexture
在VertexLitGeneric
之后需要一个 $bumpmap
. 如果未指定,则使用默认值! 就好像是 $bumpmap
在VMT!![Warning.png](/w/images/thumb/c/cb/Warning.png/10px-Warning.png)
$bumpmap
同样也不会与 $lightwarptexture
合作.- $detailblendmode 5-9 won't work - 5 & 6 will work when
$phong
is used. $envmapmask
won't work except inMapbase.
$selfillum_envmapmask_alpha
Doesn't work in any branch.
- $detailblendmode 5-9 won't work - 5 & 6 will work when
![Note.png](/w/images/thumb/c/cc/Note.png/10px-Note.png)
$phong
on VertexLitGeneric
in ![反恐精英:起源](/w/images/thumb/a/ad/Css_icon.png/16px-Css_icon.png)
![CS:GO 引擎分支](/w/images/thumb/8/85/Csgo_icon.png/16px-Csgo_icon.png)
![Note.png](/w/images/thumb/c/cc/Note.png/10px-Note.png)
$lightwarptexture
does not seem to exist at all for LightmappedGeneric
in ![CS:GO 引擎分支](/w/images/thumb/8/85/Csgo_icon.png/16px-Csgo_icon.png)
![Icon-Bug.png](/w/images/thumb/b/b4/Icon-Bug.png/10px-Icon-Bug.png)
$detail
or $bumpmap2
on both LightmappedGeneric
and WorldVertexTransition
.![Icon-Bug.png](/w/images/thumb/b/b4/Icon-Bug.png/10px-Icon-Bug.png)
$phong
.![Icon-Bug.png](/w/images/thumb/b/b4/Icon-Bug.png/10px-Icon-Bug.png)
$seamless_scale
.
Lightwarp textures
A lightwarp texture is a one-dimensional strip of pixels. Dark texels will be tinted with the colour on the left-hand side, and bright texels with the colour on the right. 50% gray means no tint.
Examples
snow_warp
- This is the lightwarp texture used in the
胜利之日:起源 screen to the right. It is designed to add a subtle bluish tint to darker snow without affecting brighter regions.
pyro_lightwarp
- This is applied to all
军团要塞2 characters, not just the Pyro. It creates the high-contrast shadows with red-tinged terminators typical of the illustrative art the game apes.
- Posterized
- This custom warp texture creates a posterized "line art" style. Enabling lightwarp alone isn't enough however: ambient lighting must be at 0 to make unlit areas black, and world lighting must become viewer-dependent to ensure that shadows are always cast.
Cel Shading
- Cel shading can make objects look more cartoony by replacing the smooth lighting gradient with sharp steps.
Other possible uses of $lightwarptexture
include contrast enhancement, tweaking vertex lighting shadow transitions, highlight softening, and more.