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` - `DecalModulate`
- `UnlitTwoTexture` - `UnlitTwoTexture`
- `MonitorScreen` - `MonitorScreen`
- `ShatteredGlass`
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@ -65,8 +66,8 @@ The gnarliest Frankenstein of them all, Mapbase uses a combination of Alien Swar
</p> </p>
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### Downfall's Alien Swarm radial fog ### Radial fog
Mapbase uses Half-Life 2: Downfall's implementation of Alien Swarm's 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. 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"/> <img src="https://media.moddb.com/images/articles/1/276/275123/auto/mapbase_demo030123.jpg" width="512"/>
</p> </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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