31 lines
1.7 KiB
Plaintext
31 lines
1.7 KiB
Plaintext
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"VertexLitGeneric"
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{
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// maps
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"$basetexture" "models/weapons/arccw/ud_870/shotgun_color"
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"$bumpmap" "models/weapons/arccw/ud_870/shotgun_normal"
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"$phongexponenttexture" "models/weapons/arccw/ud_870/shotgun_rough"
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"$phongwarptexture" "models/weapons/arccw/ud_stalol/phongwarp_metal" // string -- phong gradient texture: 256x16 texture where x:0 = unlit, x:256 = fully lit (default is a perfect 0-256 black to white gradient)
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"$nocull" "1"
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"$halflambert" "1"
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// map interp
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"$color2" "[1.1 1.1 1.1]" // vector -- rgb tinting of the basetexture
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"$blendTintByBaseAlpha" "1" // bool -- uses base texture's alpha channel to mask color2's effect
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// phong (convar: mat_phong "bool")
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"$phong" "1" // bool -- phong enabler, have this on 1 if you have a central neural system
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"$phongboost" "5" // float -- phong intensity coefficient on top of normal map's alpha (aka phong mask)
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"$phongfresnelranges" "[0.25 0.5 1]" // vector -- phong fresnel ranges, default are [0 0.5 1]
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"$phongalbedotint" "1" // bool -- enables basetexture tinting of the phong's color but masks it with phongexponent's green channel
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// rimlight (convar: mat_rimlight "bool")
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"$rimlight" "1" // bool -- rimlight enabler, doesn't have to be on, use if needed
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"$rimmask" "1" // bool -- rimlight masking through exponent's alpha channel (use alpha vtf format)
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"$rimlightboost" "0.4" // float -- rimlight intensity coefficient
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"$rimlightexponent" "20" // float -- rimlight exponent
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// envmap (convar: mat_specular "bool")
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"$envmap" "env_cubemap" // string -- path to envmap or envmap entity name
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"$envmaptint" "[ 0.01 0.01 0.01 ]" // vector -- rgb tinting of the envmap: all dimentions should be equal, ideally
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}
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