List of shaderParm variables: Difference between revisions
From The DarkMod Wiki
Jump to navigationJump to search
m update water shaderparms |
|||
Line 70: | Line 70: | ||
|- | |- | ||
|8 | |8 | ||
| | |0.01 .. 0.5 | ||
| | |Used by atdm:liquid entities to control the speed of the water-texture-waves | ||
| | |run-time | ||
|- | |- | ||
|9 | |9 | ||
| | |1.0 .. 2 | ||
| | |Used by atdm:liquid entities to control the speed of the water (purpose is not clear a.t.m.) | ||
| | |run-time | ||
|- | |- |
Revision as of 20:48, 22 September 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)
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.) |
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 | 0.01 .. 0.5 | Used by atdm:liquid entities to control the speed of the water-texture-waves | run-time |
9 | 1.0 .. 2 | Used by atdm:liquid entities to control the speed of the water (purpose is not clear a.t.m.) | run-time |
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 |