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proxie-color-tool.vmt
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proxie-color-tool.vmt
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"VertexLitGeneric"
{
//////////////////////////////////////////////////////////////////////////////////
// A ideia de materiais como esse são de flexibilizar e fácil edição entre multiplas texturas, use-a como "patch"
// To be used with Proxy Color Tool from NotAKidOnSteam "https://steamcommunity.com/workshop/filedetails/?id=2063690158"
//
// By: Davi (Debiddo) Gooz
//////////////////////////////////////////////////////////////////////////////////
$model "1" // this texture is made for models, and not menu
$nodecal "0" // allow decals by default
$nocull "0" // render just the face frontside, set one to also render the "inside" of the mesh
$alphatest "0" // disable the use of $basetexture alpha channel as transparency by default
$allowalphatocoverage "1" // Enable AntiAliasing for alphatest
//$alphatestreference "0.01" // threshold to when alpha is usable. Almost incompatible with everything
$basealphaenvmapmask "0" // use $basetexture Alpha channel as $envmaskmap. Only when no $bumpmap is present
$normalmapalphaenvmapmask "0" // use $bumpmap Alpha channel as $envmaskmap
$basemapluminancephongmask "0" // use luminance of the $basetexture as phong mask
$basemapalphaphongmask "0" // use $basetexture alpha channel as phong mask
$allowdiffusemodulation "1" // allow $color2 tint
$blendtintbybasealpha "0" // use $basetexture Alpha channel as $color2 mask
$blendtintcoloroverbase "1" // where to tint. 0 is under $basetexture. 1 is over the $basetexture (float 0 to 1)
$halflambert "0" // halflambert shading
$phongdisablehalflambert "1" // force disable halflambert, use with $halflambert 0
$surfaceprop "flesh" // control the decal and sound on hit; Buggy in gmod since 2018
// Enable / Disable tilling
$ClampS "1" // Clamp S/X texture coordinates by default
$ClampT "1" // Clamp T/Y texture coordinates by default
$ClampU "0" // Clamp U/Z texture coordinates by default
$basetexture "shared/generic_base" // Diffuse or Albedo texture
//$bumpmap "shared/generic_normalmap" // Bump/Normal map Alpha Channel is used for "$phong 1" mask by default
$phongexponenttexture "shared/generic_phong" // phong modulator, Red channel is exponent; Green channel as $phongalbedotint modulator; Blue channel unused; Alpha channel is for "$rimlightmask 1"
//$phongwarptexture "models/ministrider/mini_iridescence" // act like an phong color ramp
//$lightwarptexture "shared/lightwarp_horror" // act like a diffuse color ramp
//$color " [ 1 1 1 ] " // used to tint the Albedo, " { 255 255 255 } " default
$color2 " [ 1 1 1 ] " // used to tint the Albedo, " { 255 255 255 } " default
$phong "1" // enable phong, set zero to disable all phong and rimlight at same time
$forcephong "1" // force phong enabled even on lowend cards
$phongboost "10" // multiply phong by this value
$phongalbedotint "1" // use the $basetexture's RGB as tint value per textel
$phongtint " [ 0.325490196 0.333333337 0.478431373 ] " // uncomment if you need a solid phong color and $phongalbedotint is 0
$phongalbedoboost "1.08" // for SFM, multiply the tint channel by this value
$phongexponent "10" // for override the default $phongexponenttexture's Red Channel
$phongexponent2 "5" // for CS:GO compatibles, used in specific light sources
$phongexponentfactor ".8" // multiply the $phongexponenttexture red channel by this value
$phongfresnelranges " [ .128 2.512 5 ] " // XYZ fresnel values, you can use any float values
//$detail "shared/generic_base" // here the magic, we boost the $basetexture with $detail
$detailscale "1" // do not scale, and use the original size
$detailblendmode "0" // set zero to use as "decal". RGB values higher than 127 make brighter (intense), and lower make it darker. TIP.: use to tunedown the HDR overbright.
$detailblendfactor ".4" // multiply the $detail by this value. like: how much the effect is in use.
$rimlight "0" // rimlight enabled
$rimlightboost "3" // multiply the rimlight by this value
$rimlightexponent "5" // multiply the rimlight fresnel by this value
$rimmask "1" // use $phongexponenttexture Alpha Channel as mask
$ambientocclusion "0" // this won't work in GMod (?) Need more research
$ambientocclcolor " { 0 0 0 } " // default RGB color
$envmap "env_cubemap" // The Envirovment texture. "env_cubemap" for auto. Change to make static.
$envmapcontrast ".5" // how much is multply by color*color . 0 is the "natural" value
$envmapfresnel "1.1" // Multiply Fresnel Envirovment by this value
$envmaptint " [ .1 .1 .1 ] " //
$envmapfresnelminmaxexp " [ 0 1 2 ] " // Override the Min, Max and Exponent Fresnel values
$noenvmapmip "1" // Uncomment to disable MipMap for Cubemaps
$envmaplightscale ".5" // determine how much is tinted by an light source and Cubemap
Proxies
{
"ColorSlot5"
{
name "Albedo Color"
fcolor "1 1 1"
resultVar "$color2"
}
"ColorSlot6"
{
name "Phong Color"
fcolor ".325490196 .333333337 .478431373"
resultVar "$phongtint"
}
"ColorSlot7"
{
name "EnvMap Color"
fcolor ".1 .1 .1"
resultVar "$envmaptint"
}
}
}