List of shaderParm variables: Difference between revisions
VanishedOne (talk | contribs) →List of shaderParms: Added warning about MD5 parm8 glitch |
|||
Line 83: | Line 83: | ||
|0..360 | |0..360 | ||
|Used by the clock hand decals to mimic time-keeping | |Used by the clock hand decals to mimic time-keeping | ||
'''Warning:''' don't set shaderParm8 on anything with an MD5 model. (It seems to activate code that had a use at some point during Doom 3's development but is now glitched.) | |||
|run-time by script | |run-time by script | ||
Revision as of 15:36, 6 November 2017
Variables named shaderParm0 to shaderParm11 influence the rendering of certain materials. They are either set once in the map editor for some specific entity, or at run-time by various scripts or the C++ code.
Inside material definitions, these can be accessed via parm0 ... parm11.
The parms are on a per-entity base, so you can f.i. influence the material (and thus color) of entities or the color of the light.
See also the list of global variables.
List of shaderParms
# | Value | Used by | Type |
---|---|---|---|
0 | 0.00 to 1.00 | Red value set by _color spawnarg in the editor
Damage overlay (tunnel vision): Time since the last damage, so when damage occurs, it can flash |
once run-time |
1 | 0.00 to 1.00 | Green value set by _color spawnarg in the editor | once |
2 | 0.00 to 1.00 | Blue value set by _color spawnarg in the editor | once |
3 | 0.00 to 1.00 (or to X.yz)
Set by spawnarg shaderParm3 on the entity in the editor. |
Materials: Alpha (transparency) value, eg, alphatest 0.8. Also used in some LOD materials as the alpha threshold. In this case the engine adjusts the value between 0 and 1.0 at runtime depending on distance to the player.
Foglights: Distance in units beyond which fog is completely opaque (so higher values make fog thinner.) Damage overlay (tunnel vision): Alpha, based on player health Light flicker: on flickering lights with a value 0 to 1 to vary the flicker offset so they don't all flicker in sync. Typically used on candles and oil lamps. |
once |
4 | 0 to 1 | Light flicker: on flickering lights with a value 0 to 1 to vary the flicker offset so they don't all flicker in sync. Typically used on candles and oil lamps. | ? |
5 | about 0.05 .. 0.5 | Used by atdm:liquid_water entities to control the (translation) speed of the water waves. Default is 0.1. | once |
6 | about 0.5 .. 3 | Used by atdm:liquid_water entities to control the height of the vertex waves. Default is 1.5. | once |
7 | 0..1 (brightness)
0..1 (speed) |
Used by the moonlight textures in textures/darkmod/sfx/
Also used by some tree entities to vary leaf movement speed, eg, for wind. See Trees and how to make custom ones |
once |
8 | 0..360 | Used by the clock hand decals to mimic time-keeping
Warning: don't set shaderParm8 on anything with an MD5 model. (It seems to activate code that had a use at some point during Doom 3's development but is now glitched.) |
run-time by script |
9 | ? | ? | ? |
10 | ? | ? | ? |
11 | 0 or 1 | non-zero when something is highlighted for frob. This is used by material definitions to make materials "light up" when entities are in the frob-highlight. | run-time |