List of shaderParm variables: Difference between revisions
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|4 | |4 | ||
|0 to 1 | |0 to 1 | ||
|set | |set shaderparm4 on flickering lights with a value 0 to 1 to vary the flicker offset so they don't all flicker in sync. | ||
|? | |? | ||
Revision as of 10:59, 1 May 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. Inside material definitions, these can be accessed via parm0 ... parm11.
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-any? | 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 |
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 |