shader parameters

shader parameters

Re: shader parameters Posted by warlord on Tue Jun 21st 2005 at 12:15am
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Posted 2005-06-21 12:15am
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http://www.hl2world.com/wiki/index.php/Shader_Parameters

is there a way i could figure out what all these are supposed to do?
the only problem with steam updating things every week is it doesent give the developers an incentive to playtest thier work, so we do it for them
Re: shader parameters Posted by BlisTer on Tue Jun 21st 2005 at 1:42am
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Posted 2005-06-21 1:42am
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i've asked myself that same question, and i think that , unless you find a tutorial or just explanation via google, you 'll have to test them out :s
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Re: shader parameters Posted by mrod on Fri Jun 24th 2005 at 1:16am
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Posted 2005-06-24 1:16am
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it all looks pretty self-explanatory to me.
Re: shader parameters Posted by BlisTer on Fri Jun 24th 2005 at 4:08am
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Posted 2005-06-24 4:08am
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mrod said:
it all looks pretty self-explanatory to me.
what does "alienscale" do? what does "eyes" do? "jellyfish"? "predator"? "yuv"? also, what shader should be best used for a mirror?
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Re: shader parameters Posted by DrFrag on Sat Jun 25th 2005 at 11:27pm
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Posted 2005-06-25 11:27pm
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I'll take a guess on two of them.

The Eyes shader is probably for the reflective point special effect on eyeballs (specular highlight?), so they look more 3D and wet.

AFAIK, a mirror can't be done with the Source engine. Gordon doesn't even have a proper body model.
Re: shader parameters Posted by BlisTer on Sun Jun 26th 2005 at 1:02am
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Posted 2005-06-26 1:02am
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DrFrag said:
I'll take a guess on two of them.

The Eyes shader is probably for the reflective point special effect on eyeballs (specular highlight?), so they look more 3D and wet.

AFAIK, a mirror can't be done with the Source engine. Gordon doesn't even have a proper body model.
Yeah i was affraid a dynamic mirror wouldnt work, but what about a static one? should be possible since water etc has reflection. could use it in a way that the player wouldnt be able to see himself so that it's no problem that it's not dynamic.
and i dont mean cheating with cameras :smile: has to be done with a shader
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Re: shader parameters Posted by wil5on on Sun Jun 26th 2005 at 1:29am
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Posted 2005-06-26 1:29am
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The best way I can think to do that is with a strong cubemap effect.
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Re: shader parameters Posted by DrFrag on Mon Jun 27th 2005 at 5:28am
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Posted 2005-06-27 5:28am
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Yeah, as long as you're not trying to reflect any entities it should be possible. But it might be easier to simply put in a sheet of glass with a mirror-image room behind it.