Template:PatchDiff/October 26, 2012 Patch/team fortress 2 materials.gcf/tf/materials/models/bots/merasmus/eyeball r.vmt

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N/A1"EyeRefract"
N/A2{
N/A3 "$Iris" "models/player/shared/eye-iris-green" // Iris color in RGB with cornea noise in A
N/A4 "$AmbientOcclTexture" "models/player/shared/eye-extra" // Ambient occlusion in RGB, A unused
N/A5 "$Envmap" "models/player/shared/eye-reflection-cubemap-" // Reflection environment map
N/A6 "$CorneaTexture" "models/player/shared/eye-cornea" // Special texture that has 2D cornea normal in RG and other data in BA
N/A7 "$lightwarptexture" "models/player/shared/eye_lightwarp" // This enables TF NPR lighting
N/A8 
N/A9 "$EyeballRadius" "0.7" // Default 0.5
N/A10 "$AmbientOcclColor" "[1.0 1.0 1.0]" // Default 0.33, 0.33, 0.33
N/A11 "$Dilation" "0.5" // Default 0.5
N/A12 "$ParallaxStrength" "0.25" // Default 0.25
N/A13 "$CorneaBumpStrength" "1.0" // Default 1.0
N/A14 
N/A15 "$halflambert" "1"
N/A16 "$nodecal" "1"
N/A17 
N/A18 // These effects are only available in ps.2.0b and later
N/A19 "$RaytraceSphere" "0" // Default 1 - Enables raytracing in the pixel shader to make the eyeball look round
N/A20 "$SphereTexkillCombo" "0" // Default 1 - Enables killing pixels that don't ray-intersect the sphere
N/A21 
N/A22 // DX8 ps.1.1 fallbacks, original HL2 eyes
N/A23 "Eyes_dx8"
N/A24 {
N/A25 "$basetexture" "models/player/shared/dxlevel80/eyeball_r"
N/A26 "$iris" "models/player/shared/dxlevel80/iris_green_r"
N/A27 }
N/A28 
N/A29 // Cloaking
N/A30 "$cloakPassEnabled" "1"
N/A31 "Proxies"
N/A32 {
N/A33 "spy_invis"
N/A34 {
N/A35 }
N/A36 }
N/A37}