List of shaderParm variables: Difference between revisions

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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. Inside material definitions, these can be accessed via '''parm0''' ... '''parm11'''.
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]].
See also the [[list of global variables]].

Revision as of 06:46, 13 August 2010

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 once
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) Alpha value. For textures usually ignored, but 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. For foglights: Distance in units beyond which fog is completely opaque (so higher values make fog thinner.) Add as spawnarg shaderParm3 to fog light entity in the editor. once
run-time
4 0 to 1 set shaderparm4 on flickering lights with a value 0 to 1 to vary the flicker offset so they don't all flicker in sync. ?
5 ? ? ?
6 ? ? ?
7 0..1 (brightness) Used by the moon-light textures in textures/darkmod/sfx/ once
8 ? ? ?
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

See also