List of shaderParm variables: Difference between revisions
m add info about the damage overlay |
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|0.00 to 1.00 | |0.00 to 1.00 | ||
|Red value set by [[_color]] spawnarg in the editor | |Red value set by [[_color]] spawnarg in the editor | ||
|once | Damage overlay (tunnel vision): Time since the last damage, so when damage occurs, it can flash | ||
|once<br>run-time | |||
|- | |- | ||
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|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. | |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.) | 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 | |||
|once<br>run-time | |once<br>run-time | ||
Revision as of 10:02, 1 June 2012
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 |
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)
0..1 (speed) |
Used by the moon-light 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 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 |