PaintBlob

Aliases: PaintBlob_DX9

Parameters

$flags <int> = 0

flags

$flags_defined <int> = 0

flags_defined

$flags2 <int> = 0

flags2

$flags_defined2 <int> = 0

flags2_defined

$color <color> = [1 1 1]

color

$alpha <float> = 1.0

alpha

$basetexture <texture> = "shadertest/BaseTexture"

Base Texture with lighting built in

$frame <int> = 0

Animation Frame

$basetexturetransform <matrix> = center .5 .5 scale 1 1 rotate 0 translate 0 0

Base Texture Texcoord Transform

$color2 <color> = [1 1 1]

color2

$srgbtint <color> = [1 1 1]

tint value to be applied when running on new-style srgb parts

$usecolor <bool> = 0

Allows the material to control a solid color and alpha to pass to the shader.

$backsurface <bool> = 0.0

specify that this is the back surface of the ice

$normalmap <texture> = "models/shadertest/shader1_normal"

normal map

$specmasktexture <texture> = "shadertest/BaseTexture"

specular reflection mask

$lightwarptexture <texture> = "shadertest/BaseTexture"

1D ramp texture for tinting scalar diffuse term

$fresnelwarptexture <texture> = "shadertest/BaseTexture"

1D ramp texture for controlling fresnel falloff

$opacitytexture <texture> = "shadertest/BaseTexture"

1D ramp texture for controlling fresnel falloff

$envmap <texture>

environment map

$uvscale <float> = 0.02

uv projection scale

$bumpstrength <float> = 1.0

bump map strength

$fresnelbumpstrength <float> = 1.0

bump map strength for fresnel

$translucentfresnelminmaxexp <vec3> = [0.8 1.0 1.0]

fresnel params

$interior <bool> = 1

Enable interior layer

$interiorfogstrength <float> = 0.06

fog strength (scales with thickness of the interior volume)

$interiorbackgroundboost <float> = 7

boosts the brightness of bright background pixels

$interiorambientscale <float> = 0.3

scales ambient light in the interior volume

$interiorbacklightscale <float> = 0.3

scales backlighting in the interior volume

$interiorrefractstrength <float> = 0.015

strength of bumped refract of the background seen through the interior

$diffusescale <float> = 1.0
$phongexponent <float> = 1.0

specular exponent

$phongboost <float> = 1.0

specular boost

$phongexponent2 <float> = 1.0

specular exponent

$phongboost2 <float> = 1.0

specular boost

$rimlightexponent <float> = 1.0

rim light exponent

$rimlightboost <float> = 1.0

rim light boost

$basecolortint <vec3> = [1.0 1.0 1.0]

base texture tint

$uvprojoffset <vec3> = [0 0 0]

Center for UV projection

$bbmin <vec3> = [0 0 0]
$bbmax <vec3> = [0 0 0]
$contactshadows <bool> = 1
$bumpframe <int> = 0