List of shaderParm variables: Difference between revisions

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Revision as of 19:45, 23 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 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 hight of the vertex waves. Default is 1.5. once
7 0..1 (brightness) Used by the moon-light textures in textures/darkmod/sfx/ once
8 0..360 Used by the clock hand decals to mimick time-keeping 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

See also