$lightwarptexture
< Zh
Jump to navigation
Jump to search
$lightwarptexture
(DX9+ SM3)是一个用于着色器 VertexLitGeneric 的材质着色器 参数,可在所有的 起源 游戏,自从 起源2006 以来中使用。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
重要:
$lightwarptexture
必须指定后所有其他纹理,否则它将覆盖它们。重要:
$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!警告: 这意味着所有不能工作的参数 $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 in Mapbase. $selfillum_envmapmask_alpha Doesn't work in any branch.
注意:Does not work without $phong on VertexLitGeneric in 反恐精英:起源 and CS:GO 引擎分支.
注意:
$lightwarptexture
does not seem to exist at all for LightmappedGeneric in CS:GO 引擎分支.错误:Does not work when using $detail or $bumpmap2 on both LightmappedGeneric and WorldVertexTransition. [todo tested in?]
错误:Does not work when using $selfillumfresnel without also using $phong. [todo tested in?]
错误:Does not work when using $seamless_scale. [todo tested in?]
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.