List of shaderParm variables: Difference between revisions
From The DarkMod Wiki
Jump to navigationJump to search
m add some LOD notes |
m add note |
||
Line 1: | Line 1: | ||
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 |