32 lines
1.9 KiB
Plaintext
32 lines
1.9 KiB
Plaintext
"VertexLitGeneric"
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{
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// maps
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"$basetexture" "models\weapons\arccw\ur_ak\gb\ak74m\ak74m_d" // string -- main texture
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"$bumpmap" "models\weapons\arccw\ur_ak\gb\ak74m\ak74m_n" // string -- normal map texture (bump map for brushes)
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"$phongexponenttexture" "models\weapons\arccw\ur_ak\gb\ak74m\ak74m_e" // string -- phong exponent texture (contains info for other shaders)
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"$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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// 0.95 0.85 0.8 plum
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// 0.87 0.93 0.8 od
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// map interp
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"$color2" "[0.9 0.9 0.9]" // vector -- rgb tinting of the basetexture
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"$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" "15" // float -- phong intensity coefficient on top of normal map's alpha (aka phong mask)
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"$phongfresnelranges" "[0.32 0.72 0.99]" // vector -- phong fresnel ranges, default are [0 0.5 1]
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"$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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"$rimlightboost" "1" // float -- rimlight intensity coefficient
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"$rimlightexponent" "33" // 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" "[ .005 .005 .005 ]" // vector -- rgb tinting of the envmap: all dimentions should be equal, ideally
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}
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