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Shader Parameters
From HalfLife 2 Knowledge Base
Contents |
Shaders
These are placed at the very top of your VMT to define what kind of shader your VMT texture will use.
- "alienscale"
- "basetimeslightmaptimesdetail"
- "basetimeslightmapwet"
- "basetimesmod2xenvmap"
- "bloom"
- "blurfilterx"
- "blurfiltery"
- "cable"
- "camo"
- "cloud"
- "debugbumpedlightmap"
- "debugbumpedvertexlit"
- "debugfbtexture"
- "debuglightingonly"
- "debuglightmap"
- "debugluxels"
- "debugmodifyvertex"
- "debugnormalmap"
- "debugunlit"
- "debugvertexlit"
- "decalBaseTimesLightmapAlphaBlendSelfillum"
- "decalmodulate"
- "downsample"
- "eyeball"
- "eyes"
- "fillrate"
- "gooinglass"
- "internalframesync"
- "jellyfish"
- "jojirium"
- "lightmappedgeneric"
- "lightmappedtwotexture"
- "modeladditivetransEnvMapwithMaskedTexture"
- "modulate"
- "overlay_fit"
- "particlesphere"
- "predator"
- "reflecttexture"
- "refract"
- "shadow"
- "shadowbuild"
- "shadowmodel"
- "showdestalpha"
- "skyfog"
- "sprite"
- "teeth"
- "translucentlightmap"
- "unlitgeneric"
- "unlittwotexture"
- "vertexlitgeneric"
- "vertexnormals"
- "volumetricfog"
- "water"
- "watersurfacebottom"
- "wireframe"
- "worldtwotextureblend"
- "worldvertexalpha"
- "worldvertextransition"
- "writeZ"
- "yuv"
Compile Parameters
Can choose 1 or 0
- "%compileclip" 1
- "%compiledetail" 1
- "%compilefog" 1
- "%compilehint" 1
- "%compileladder" 1
- "%compilenodraw" 1
- "%compilenonsolid" 1
- "%compilenpcclip" 1
- "%compileorigin" 1
- "%compilepassbullets" 1
- "%compileplayercontrolclip" 1
- "%compileskip" 1
- "%compilesky" 1
- "%compiletrigger" 1
- "%compilewater" 1
- "%compilewet" 1
- "%detailtype" //Not sure about this...
- "%keywords" "c17downtown,c17industrial"
- "%notooltexture" "dev/water_normal"
- "%tooltexture" "dev/water_normal"
Value Parameters
Some of these are 1 or 0 to turn on and off. Others are for textures, as well as other types.
Example:
"$basetexture" "dev/water_normal"
"$reflectentities" 1
"$refracttint" "[0.95 1.0 0.97]"
"$fogcolor" "{22 20 10}"
"$fogend" 30.00
"$refractamount" "0.8"
- "$2basetexture"
- "$a_b_halfwidth"
- "$a_b_noise"
- "$a_s_halfwidth"
- "$a_s_noise"
- "$a_t_halfwidth"
- "$a_threshold"
- "$abstmp"
- "$additive"
- "$alpha"
- "$alpha_bias"
- "$alphatested"
- "$animatedtextureframenumvar"
- "$animatedtextureframerate"
- "$animatedtexturevar"
- "$basetexture" //texture that sets color and transparency
- "$basetexture2" //used with layered textures for displacement maps
- "$basetextureoffset"
- "$basetexturescale"
- "$basetexturetransform"
- "$basetexturetransform2"
- "$bluramount"
- "$blurtexture"
- "$bottommaterial"
- "$brightness"
- "$bumpbasetexture2withbumpmap"
- "$bumpframe"
- "$bumpmap"
- "$bumpoffset"
- "$bumpscale"
- "$bumptransform"
- "$cheapwaterenddistance"
- "$cheapwaterstartdistance"
- "$clientshader"
- "$cloudalphatexture"
- "$cloudscale"
- "$color"
- "$comparez"
- "$crackmaterial"
- "$decalfadeduration"
- "$decalfadetime"
- "$decalscale"
- "$decalsecondpass"
- "$detail"
- "$detail2"
- "$detailframe"
- "$detailscale"
- "$detailscale2"
- "$dudvframe"
- "$dudvmap" //a type of texture map used on a refration shader, use nvidia plugin for pshop to create
- "$dummyvar"
- "$env_cubemap" //sets certain properties to use ingame cubemaps eg. $envmap "env_cubemap"
- "$envcontrast"
- "$envmap" //parameter that sets what the texture's reflects
- "$envmapcontrast"
- "$envmapframe"
- "$envmapmask"
- "$envmapmaskframe"
- "$envmapmaskscale"
- "$envmapmasktransform"
- "$envmapsaturation"
- "$envmaptint" //used to change the color of the envmap. $envmaptint [r g b]
- "$eyeorigin"
- "$eyeup"
- "$fadeoutonsilhouette"
- "$falloffamount"
- "$falloffdistance"
- "$falloffoffset"
- "$fbtexture"
- "$fixedfunction"
- "$flags"
- "$flags_defined"
- "$flags_defined2"
- "$flags2"
- "$fogcolor"
- "$fogenable"
- "$fogend"
- "$fogstart"
- "$forcecheap"
- "$forceexpensive"
- "$forward"
- "$frame"
- "$frame2"
- "$frametexture"
- "$fresnelreflection"
- "$glassenvmap"
- "$glassenvmaptint"
- "$glint"
- "$glintu"
- "$glintv"
- "$gradienttexture"
- "$halfwidth"
- "$hasselfillum"
- "$ignorevertexcolors"
- "$illumfactor "
- "$iris"
- "$irisframe"
- "$irisu"
- "$irisv"
- "$j_b_halfwidth"
- "$j_b_noise"
- "$j_basescale"
- "$j_s_halfwidth"
- "$j_s_noise"
- "$j_t_halfwidth"
- "$j_threshold"
- "$leakamount"
- "$leakcolor"
- "$leakforce"
- "$leaknoise"
- "$lights"
- "$maskscale"
- "$maxlight"
- "$mean"
- "$micros"
- "$micros_frame"
- "$micros_transform"
- "$minlight"
- "$mod2x"
- "$modelmaterial"
- "$multiply"
- "$multiplyby_max_hdr_overbright"
- "$multiplybyalpha"
- "$multiplybycolor"
- "$nocompress"
- "$nocull"
- "$noisechoice"
- "$normal"
- "$normalmap" //point a vtf to it to give the material a normal map
- "$normalmapenvmask"
- "$noscale"
- "$one"
- "$passcount"
- "$polyoffset"
- "$pulserate"
- "$reflectamount"
- "$reflectentities"
- "$reflecttexture" //
- "$reflecttint"
- "$refractamount" //change how much the shader refracts. Decimal value
- "$refractionamount"
- "$refracttexture"
- "$refracttint" //change the hue of the refration
- "$refracttinttexture" //use a texture map to change the hue of the refraction
- "$refracttinttextureframe"
- "$scale"
- "$selfillumtexture"
- "$selfillumtextureframe"
- "$selfillumtint"
- "$shaderprop"
- "$spriteframe"
- "$spriteorientation"
- "$spriteorigin"
- "$spriterendermode"
- "$subdivsize"
- "$surfaceprop"
- "$surfaceprop2"
- "$temp"
- "$temp1"
- "$temp2"
- "$tempvec"
- "$tex2offset"
- "$tex2scale"
- "$texoffset"
- "$texscale"
- "$texture2"
- "$texture2scale"
- "$texture2transform"
- "$time"
- "$tooltexture"
- "$translucency" //if set to 1, will use the alpha channel of $basetexture as transparency
- "$translucent_material" //best guess is, use a grayscale image instead of $basetexture for transp.
- "$translucentgoo"
- "$unlitfactor"
- "$usebumpmap"
- "$usingpixelshader"
- "$waterdepth"
- "$wave"
- "$wetbrightnessfactor "
- "$writez"
- "$xo_b_halfwidth"
- "$xo_b_noise"
- "$xo_s_halfwidth"
- "$xo_s_noise"
- "$xo_t_halfwidth"
- "$xo_threshold"
- "$zero"
Example
"water"
{
"%tooltexture" "illkid/water_illkid"
"$cheapwaterstartdistance" 1000
"$forceexpensive" 1
"$refractamount" ".8"
"$refracttint" "[0.95 1.0 0.97]"
"$reflectentities" 1
"$reflecttexture" "_rt_waterreflection"
"$refracttexture" "_rt_WaterRefraction"
"$reflectamount" ".8"
"$reflecttint" "[1 1 1]"
"$scale" "[1 1]"
"$bumpmap" "dev/water_dudv"
"$normalmap" "illkid/water_illkid"
"%compilewater" 1
"$surfaceprop" "water"
"$bottommaterial" "illkid/water_illkid"
"$bumpframe" "0"
"$fogenable" 1
"$fogcolor" "{22 20 10}"
"$fogstart" 1.00
"$fogend" 30.00
"Proxies"
{
"AnimatedTexture"
{
"animatedtexturevar" "$normalmap"
"animatedtextureframenumvar" "$bumpframe"
"animatedtextureframerate" 30.00
}
"TextureScroll"
{
"texturescrollvar" "$bumptransform"
"texturescrollrate" .05
"texturescrollangle" 45.00
}
}
}
--Gooseman 15:31, 27 Apr 2005 (EDT)
// Texture with spec map only (no bumpmap)
"VertexLitGeneric"
{
"$basetexture" "models/Combine_Scanner/scanner_sheet"
"$selfillum" "1"
"$envmapmask" "models/Combine_Scanner/scanner_mask"
"$envmap" "env_cubemap"
"envmapsaturation" "[.2 .1 1]"
}
// Texture with spec AND bumpmap
"VertexLitGeneric"
{
"$baseTexture" "Models/Antlion/Antlionhigh_sheet"
"$bumpmap" "Models/Antlion/Antlionhigh_normal"
"$envmap" "env_cubemap"
"$envmaptint" "[ .36 .36 .30 ]"
"$envmapconstrast" "1"
"$normalmapalphaenvmapmask" 1
}

