Vertexlitgeneric Shader Sheet (UPDATED 2013)

Modelling, Textures, Animating and other general engine asset topics.

Vertexlitgeneric Shader Sheet (UPDATED 2013)

Postby cra0kalo on Thu Feb 14, 2013 8:24 am

:smt041 :smt041 :smt041
I posted something like this before, here it is again except I have updated it to include asw csgo and sfm

VertexLitGeneric Sheet 2013
Code: Select all
"VertexlitGeneric"
{
// VertexlitGeneric shader params Source2004-2013
// Supported Ver. HL2OB ASW L4D2 CSGO SFM
// Written by Cra0kalo
// http://cra0kalo.com

//**Input Types**
// texture_file - texture file (binary) (eg. Path to file "basetexture.vtf")
// int - whole number
// boolean - True or false; on or off
// vector/array - Can hold multiple values. Can be declared in many ways. Example: 3xFloat[1.0 0.5 2.0] (Usually just used for RGB values).


//  Albedo base texture with no baked lighting
   "$albedo" "models/cra0kalo/basetexture"

//    Base diffuse texture
   "$basetexture" "models/cra0kalo/basetexture"
   
//    Compression wrinklemap diffuse
   "$compress"   "models/cra0kalo/basetexture"

//    Expansion wrinklemap diffuse
   "$stretch"   "models/cra0kalo/basetexture"
   
   // ------------------------------------
   // Bump Map and normal maps
   // ------------------------------------
   
//    Bump map
   "$bumpmap"   "models/cra0kalo/basetexture"   
   "$bumpframe"   "0"
// Bump map has the specular map in the alpha channel
   "$normalmapalphaenvmapmask" 1   
   
//   Compression wrinklemap
   "$bumpcompress""models/cra0kalo/basetexture"   
   
//    Expansion wrinklemap
   "$bumpstretch"   "models/cra0kalo/basetexture"
   
//   Frame number for $bumpmap
   "$bumpframe"   "0"   
   
//   Bumpmap texcoord transform   
   "$bumptransform"   "center .5 .5 scale 1 1 rotate 0 translate 0 0"   
   
   // ------------------------------------
   // Specular lighting and reflections
   // ------------------------------------
//   Reflection environment map
   "$envmap"   "env_cubemap"      
   
//    Reflection cubemap
   "$envmap"   "models/cra0kalo/basetexture"
   "$envmapframe"   "0"
   
// Specular map (note that this does NOT work when using a bumpmap, instead place in the alpha of bump)
   "$envmapmask"   "models/cra0kalo/basetexture"
   "$envmapmaskframe"   "0"
   
// Specular texcoord transform      
   "$envmapmasktransform"   "center .5 .5 scale 1 1 rotate 0 translate 0 0"
   
// Specular tint
   "$envmaptint" "[1 1 1]"

// Specular contrast
   "$envmapcontrast"   "0"
   
// Specular saturation   
   "$envmapsaturation"   "1"
   
// Degree to which Fresnel should be applied to env map
   "$envmapfresnel"   "0"
   
// Use the alpha channel of the base texure as the Specular mask.
   "$basealphaenvmapmask"   "1"   
   
// Min/max fresnel range and exponent for vertexlitgeneric
   "$envmapFresnelMinMaxExp"   "[0.0 1.0 2.0]"   
   
// Changes the direction of reflections based on the normals of the model and the players view. For $basealphaenvmapmask.
   "$basealphaenvmapmaskminmaxexp"   "[1.0 0.0 1.0]"
   
   // ------------------------------------
   // Phong
   // ------------------------------------   
// Phong enabled?
   "$phong" "1"
   
// Phong exponent for local specular lights   
   "$phongexponent" "1"
   
// Phong tint for local specular lights
   "$phongtint" "[1 1 1]"
   
// Apply tint by albedo (controlled by spec exponent texture)
   "$phongalbedotint"   "1"
   
// Warp the specular term
   "$phongwarptexture"   "models/cra0kalo/basetexture"   
   
// Parameters for remapping fresnel output
   "$phongfresnelranges" "[0 0.5 1]"
   
// Phong overbrightening factor (specular mask channel should be authored to account for this)   
   "$phongboost"   "1"
   
// Phong albedo overbrightening factor (specular mask channel should be authored to account for this
   "$phongalbedoboost"   "1"   

// Forces Phong lighting, even at low GPU levels (Phong must already be enabled)
   "$forcephong"   "1"
   
// Phong Exponent map
   "$phongexponenttexture" "models/cra0kalo/basetexture"
   
// Indicates that there is no normal map and that the phong mask is in base alpha   
   "$basemapalphaphongmask"   "0"
   
// Invert the phong mask (0=full phong, 1=no phong)
   "$invertphongmask"   "0"
   
// Indicates that the base luminance should be used to mask phong
   "$basemapluminancephongmask"   "0"
   
// This is to allow phong materials to disable half lambert. Half lambert has always been forced on in phong,
// so the only safe way to allow artists to disable half lambert is to create this param that disables the
// default behavior of forcing half lambert on.
   "$phongdisablehalflambert"   "0"   //boolean
   
   // ------------------------------------
   // Rim lighting
   // ------------------------------------      
// Rim enabled?
   "$rimlight" "1"   
   
// Exponent for rim lights   
   "$rimlightexponent" "4"

// Boost for rim lights
   "$rimlightboost" "1"
   
// Indicates whether or not to use alpha channel of exponent texture to mask the rim term
   "$rimmask" "1"
   
   // ------------------------------------
   // Detail map
   // ------------------------------------         
// Detail texture
   "$detail" "models/cra0kalo/basetexture"
   "$detailframe" "0"   

// Scale of the detail texture
   "$detailscale" "4"      
   
// Mode for combining detail texture with base. 0=normal, 1= additive, 2=alpha blend detail over base, 3=crossfade
   "$detailblendmode" "2"
   
// Blend amount for detail texture   
   "$detailblendfactor" "1"
   
// Detail texture tint
   "$detailtint" "[1 1 1]"

// $detail texcoord transform
   "$detailtexturetransform"   "center .5 .5 scale 1 1 rotate 0 translate 0 0"   

   // ------------------------------------
   // Self-illumination
   // ------------------------------------      
// Enabled?
   "$selfillum" "1"

// Self-illumination tint
   "$selfillumtint" "[1 1 1]"

// Defines that self illum value comes from env map mask alpha
   "$selfillum_envmapmask_alpha" "0"

// Self illum fresnel
   "$selfillumfresnel" "1"
   
// Self illum fresnel min, max, exp
   "$selfIllumFresnelMinMaxExp" "[0 1.0 1.0]" // 0.0 1.0 1.0 is the default

// If we bind a texture here, it overrides base alpha (if any) for self illum
   "$selfillummask"   "models/cra0kalo/basetexture"   
   
// Scale self illum effect strength
   "$selfillummaskscale" "0"   

   // ------------------------------------
   // Seamless mapping scale
   // ------------------------------------      
// Whether to apply seamless mapping to the base texture. requires a smooth model.
   "$seamless_base" "1"
   
// Where to apply seamless mapping to the detail texture.   
   "$seamless_detail" "1"   
   
// The scale for the seamless mapping. # of repetions of texture per inch.   
   "$seamless_scale" "1.0"   

   // ------------------------------------
   // Displacement Maps
   // ------------------------------------   
// Displacement map
   "$displacementmap" "models/cra0kalo/basetexture"      
   
// Displacement map contains wrinkle displacements
   "$displacementwrinkle"   "0"   //boolean
   
   // ------------------------------------
   // Flesh Interior
   // ------------------------------------   

// Flesh (used in hl2 ep2 on Alyx)
   "$FleshInteriorEnabled"      "1" // Enable Flesh interior blend pass
   "$FleshInteriorTexture"      "models/cra0kalo/basetexture" // Flesh color texture (Mask in alpha)
   "$FleshNormalTexture"       "models/cra0kalo/basetexture_flesh_normal"   // Flesh normal texture
   "$FleshBorderTexture1D"      "models/cra0kalo/basetexture_flesh_border"   // Flesh border 1D texture
   "$FleshInteriorNoiseTexture" "Engine/noise-blur-256x256"   //Flesh noise texture
   "$FleshSubsurfaceTexture"    "models/cra0kalo/basetexture_flesh_subsurface"   // Flesh subsurface texture
   "$FleshSubsurfacetint"       "[1 1 1]"   // Subsurface Color
   "$FleshCubeTexture"          "env_cubemap"   // Flesh cubemap texture
   "$FleshDebugforcefleshon"    "0"   // Flesh Debug full flesh
   "$FleshBorderNoiseScale"     "3" // Flesh Noise UV scalar for border
   "$FleshBorderWidth"          "0.2" // Width of flesh border
   "$FleshBorderSoftness"       "0.5" // Border softness must be greater than 0.0 and up tp 0.5
   "$FleshBorderTint"          "[.2 .2 .4]" // Tint / brighten the border 1D texture
   "$FleshGlobalopacity"       "1.0"  // Flesh global opacity
   "$FleshGlossBrightness"       "1.0" // Change the brightness of the glossy layer
   "$FleshScrollSpeed"          "1.0" // Flesh scroll speed
   "$Time" "0.0"

   "$FleshEffectcentreradius1"      "[0 0 0 0.001]"      // Flesh effect center and radius
   "$FleshEffectcentreradius2"      "[0 0 0 0.001]"      // Flesh effect center and radius 2
   "$FleshEffectcentreradius3"      "[0 0 0 0.001]"      // Flesh effect center and radius 3
   "$FleshEffectcentreradius4"      "[0 0 0 0.001]"      // Flesh effect center and radius 4
   
   // ------------------------------------
   // Tree sway animation control
   // ------------------------------------
   "$treeSway"                     "0"         //Integer
   "$treeSwayHeight"                "1000"      //Float
   "$treeSwayStartHeight"            "0.2"       //Float (rest are float)
   "$treeSwayRadius"               "300
   "$treeSwayStartRadius"             "0.1"
   "$treeSwaySpeed"                "1"
   "$treeSwaySpeedHighWindMultiplier"   "2"
   "$treeSwayStrength"             "10"
   "$treeSwayScrumbleSpeed"          "0.1"
   "$treeSwayScrumbleStrength"       "0.1"
   "$treeSwayScrumbleFrequency"       "0.1"
   "$treeSwayFalloffExp"             "1.5"
   "$treeSwayScrumbleFalloffExp"       "1.0"
   "$treeSwaySpeedLerpStart"          "3"
   "$treeSwaySpeedLerpEnd"            "6"
   
   
   // ------------------------------------
   // Other misc
   // ------------------------------------      
   
// Amount of screen space ambient occlusion to use (0..1 range)
   "$ambientocclusion" "1"   
   
// Halflambert - Illuminates further around the model to prevent it loosing definition with surrounding enviroment. NOTE: Conflicts with "$lightwarptexture".
   "$halflambert" "1"
   
// Lightwarp texture (1D ramp texture for tinting scalar diffuse term) NOTE: Conflicts with "$halflambert".
   "$lightwarptexture" "models/cra0kalo/slime/slime_illu"

// Ambient (Control drawing of non-ambient light) Debugging term for visualizing ambient data on its own
   "$ambientonly"   "0"

// Flashlight pass sets N.L=1.0
   "$flashlightnolambert"   "0"
   
//    Alpha test reference -controls the 'fuzziness' of the transparency masking Using lower values like .01 will result in a more blurred and fuzzy edge
//Using lower values like .01 will result in a more blurred and fuzzy edge while a value of .99 will be extremely sharp.
   "$alphatestreference"   "0.0"
   
// Use the base alpha to blend in the $color modulation
   "$blendtintbybasealpha"   "0"
   
// Use the base alpha to desaturate the base texture.  Set to non-zero to enable, value gets multiplied into the alpha channel before desaturating
   "$desaturatewithbasealpha"   "0.0"
   
// Allow per-instance color modulation   
   "$allowdiffusemodulation"   "1"
   
// Fence render hack (CSGO) (enables render of CSM properly through fences)
   "$allowfencerenderstatehack"   "0"   //boolean
   
// Force no CSM lookup/filter (CSGO) disable CSM lookup/filtering, useful on dense foliage
   "$disablecsmlookup"   "0"      //boolean


   // Model options
   "$model" 1
   "$nocull" 1
   "$nodecal" 1
   "$nolod" 1        //Does what it says disables level of detail minmaps
   "$translucent" 1 //Enables translucency (varying opacity levels). Will use the alpha channel of the base texture as the mask. NOTE: Conflicts with "$selfillum". Can cause Z-Sorting issues.
   "$alphatest" 1   //Enables cheap boolean Alpha Test transparency. Will use the alpha channel of the base texture as the mask.
   
   // ------------------------------
   // End of commands
}






< Download the sheet from here >
{Vertexlitgeneric.vmt}
Cra0kalo
CG Artist/3D Animator
http://cra0kalo.com

Lead of Operation Reaper
http://projectreaper.com

Lead of the "Dark Alley" Project
http://alleyproject.net
User avatar
cra0kalo
Regular
Regular
 
Joined: Thu Apr 28, 2011 2:35 am

Re: Vertexlitgeneric Shader Sheet (UPDATED 2013)

Postby Xyos212 on Thu Mar 28, 2013 9:52 pm

Thank you for this :)
Avatar images are 130x130 - Please refer to the Forum Rules.
Xyos212
Regular
Regular
 
Joined: Tue Aug 15, 2006 11:00 pm
Location: North America

Return to Art Creation

Who is online

Users browsing this forum: No registered users