Cleanup is going to take awhile, so the site is back up but editing has been disabled.

Shader Parameters

From HalfLife 2 Knowledge Base

Jump to: navigation, search

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
}

Personal tools