Updated Shader Changes (markdown)

Blixibon 2020-06-23 09:58:19 -05:00
parent de13cd556b
commit 6ac6eef020

@ -44,6 +44,7 @@ Here's a list of vanilla Source shaders which Mapbase has custom `SDK_` counterp
- `DecalModulate`
- `UnlitTwoTexture`
- `MonitorScreen`
- `ShatteredGlass`
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@ -65,8 +66,8 @@ The gnarliest Frankenstein of them all, Mapbase uses a combination of Alien Swar
</p>
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### Downfall's Alien Swarm radial fog
Mapbase uses Half-Life 2: Downfall's implementation of Alien Swarm's radial fog.
### Radial fog
Mapbase uses Half-Life 2: Downfall's implementation of radial fog from the Alien Swarm SDK.
Radial fog first came to Valve's games through Left 4 Dead. Half-Life 2 still uses "planar" fog, which is calculated as a plane and changes as you rotate the camera. You could often see past it by rotating the camera and looking at the edge of your screen.
@ -93,7 +94,13 @@ This was ported with the projected texture changes when Mapbase gleaned shader s
<img src="https://media.moddb.com/images/articles/1/276/275123/auto/mapbase_demo030123.jpg" width="512"/>
</p>
(todo: explain)
Mapbase uses an implementaton of parallax corrected cubemaps [open-sourced on the VDC](https://developer.valvesoftware.com/wiki/Parallax_Corrected_Cubemaps). It's best-known from [this video](https://www.youtube.com/watch?v=ZH6s1hbwoQQ).
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### Tree sway
Mapbase uses Half-Life 2: Downfall's implementation of `$treeSway` from the Alien Swarm SDK.
Using this implementation as a base, Mapbase adds `$treeSwayStatic` and an entirely new `$treeSwayStaticValues` command to control static wind values. There's also a tree sway scale on `env_wind`, which is vital for when there's multiple `env_wind` entities in a map.
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