Template:PatchDiff/December 20, 2012 Patch/team fortress 2 materials.gcf/tf/materials/models/effects/resist shield/resist shield.vmt

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N/A1"VertexLitGeneric"
N/A2{
N/A3 "$baseTexture" "models\effects\resist_shield\resist_shield.vtf"
N/A4 "$translucent" "1"
N/A5 "$additive" "1"
N/A6 //"$bumpmap" "models/effects/flat_normal"
N/A7 
N/A8 
N/A9 "$phong" "1"
N/A10 "$phongexponent" "4"
N/A11 "$phongboost" "0.5"
N/A12 "$lightwarptexture" "models/player/pyro/pyro_lightwarp"
N/A13 "$phongfresnelranges" "[.3 .5 .6]"
N/A14 "$halflambert" "0"
N/A15 
N/A16 // Rim lighting parameters
N/A17 "$rimlight" "1" // To enable rim lighting (requires phong)
N/A18 "$rimlightexponent" "4" // Exponent for phong component of rim lighting
N/A19 "$rimlightboost" "7" // Boost for ambient cube component of rim lighting
N/A20 "$selfillumfresnel" "3"
N/A21 
N/A22 "$selfillumfresnelminmaxexp" "[0 1 1]"
N/A23 "$selfillum" "1"
N/A24 
N/A25 
N/A26 "$selfillumtint" "[-0.3 -0.3 -0.3]"
N/A27 "$selfillumtint_base" "[0.3 0.3 0.3]"
N/A28 "$shield_falloff" 0.0
N/A29 
N/A30 "Proxies"
N/A31 {
N/A32 "ShieldFalloff"
N/A33 {
N/A34 "resultVar" "$shield_falloff"
N/A35 }
N/A36 "Multiply"
N/A37 {
N/A38 "srcVar1" "$shield_falloff"
N/A39 "srcVar2" "$selfillumtint_base"
N/A40 "resultVar" "$selfillumtint"
N/A41 }
N/A42 }
N/A43}