Difference between revisions of "Textures:Shaders"
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A shader is a short text string, that defines the properties of a texture. Using texture in Radiant on solid brush which has to be a simple wall doesn't require to write a shader for it. Every other surface with special attribute - it does. Shaders tells Q3 engine what kind of surface it has to deal with. Wall, water, sky, mirror, etc. You can have sky texture, but it wont act as a 'real' sky in game until you write a shader for it. | A shader is a short text string, that defines the properties of a texture. Using texture in Radiant on solid brush which has to be a simple wall doesn't require to write a shader for it. Every other surface with special attribute - it does. Shaders tells Q3 engine what kind of surface it has to deal with. Wall, water, sky, mirror, etc. You can have sky texture, but it wont act as a 'real' sky in game until you write a shader for it. | ||
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Revision as of 15:16, 20 August 2011
This page is work in progress! |
Shaders
Basics
A shader is a short text string, that defines the properties of a texture. Using texture in Radiant on solid brush which has to be a simple wall doesn't require to write a shader for it. Every other surface with special attribute - it does. Shaders tells Q3 engine what kind of surface it has to deal with. Wall, water, sky, mirror, etc. You can have sky texture, but it wont act as a 'real' sky in game until you write a shader for it.
Your main shader file should always be named as your map: ut4_mymap.shader. You should keep it in your /scripts folder and also make sure, it's in your shaderlist.txt file, which is also in /scripts folder. You can call shaderlist.txt 'the main list of shaders'. If it is not on the main list, it will not be on the list in the GTK Radiant Level Editor.
You must understand the difference between shader file and shader. ut4_yourmap.shader file consists shaders - it might sound complicated, but mappers use term "shader" for every single one texture with special attributes. So when someone speaks about 'shader', he speaks about a particular fragment of your shader file.
Let's use example:
textures/ut_subway/plant_bush01 { qer_editorimage textures/ut_subway/w2k_bush1.tga surfaceparm trans surfaceparm nonsolid //DeformVertexes autosprite2 cull none nopicmip { map textures/ut_subway/w2k_bush1.tga blendFunc GL_ONE GL_ZERO alphaFunc GE128 depthWrite rgbGen identity } { map $lightmap rgbGen identity blendFunc GL_DST_COLOR GL_ZERO depthFunc equal } } textures/ut_subway/chain_link { qer_editorimage textures/ut_subway/fence.tga surfaceparm trans //surfaceparm nonsolid //DeformVertexes autosprite2 cull none nopicmip { map textures/ut_subway/fence.tga blendFunc GL_ONE GL_ZERO alphaFunc GE128 depthWrite rgbGen identity } { map $lightmap rgbGen identity blendFunc GL_DST_COLOR GL_ZERO depthFunc equal } }
This is fragment of shader file for "ut4_subway" map. I pasted 2 shaders from it - for plant_bush01 and chain_link. Your shader file will also consists several shaders written by you.
The most basic shader will consist at least one texture and one script for it. By the time You will learn to create complicated ones, to achieve special and unique effects for your map. Complete manual explaining all the parameters, strings and variables is here: here
Like famous Rayne said once: 'It's all in the shaders'.