Renewal/materials/models/weapons/arccw/ur_ak/m_rifle_grips.vmt

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"VertexLitGeneric"
{
// maps
"$basetexture" "models\weapons\arccw\ur_ak\sf\vepr\grips_d" // string -- main texture
"$bumpmap" "models\weapons\arccw\ur_ak\sf\vepr\grips_n" // string -- normal map texture (bump map for brushes)
"$phongexponenttexture" "models\weapons\arccw\ur_ak\sf\vepr\grips_e" // string -- phong exponent texture (contains info for other shaders)
// map interp
"$color2" "[0.7 0.7 0.7]" // vector -- rgb tinting of the basetexture
"$blendTintByBaseAlpha" "1" // bool -- uses base texture's alpha channel to mask color2's effect
// phong (convar: mat_phong "bool")
"$phong" "1" // bool -- phong enabler, have this on 1 if you have a central neural system
"$phongboost" "0.25" // float -- phong intensity coefficient on top of normal map's alpha (aka phong mask)
"$phongfresnelranges" "[0.32 0.72 0.99]" // vector -- phong fresnel ranges, default are [0 0.5 1]
"$phongalbedotint" "0" // bool -- enables basetexture tinting of the phong's color but masks it with phongexponent's green channel
// rimlight (convar: mat_rimlight "bool")
"$rimlight" "1" // bool -- rimlight enabler, doesn't have to be on, use if needed
"$rimmask" "1" // bool -- rimlight masking through exponent's alpha channel (use alpha vtf format)
"$rimlightboost" "0.25" // float -- rimlight intensity coefficient
"$rimlightexponent" "33" // float -- rimlight exponent
}