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I was already ready to post a new build of the map from the ranch, but when I decided to check the performance of the map in sfm, I was very unpleasantly surprised. The fact is that the Refract shader is broken in sfm, this is such a shader with which you can create a translucent texture with a refraction effect.

But if just refraction works in the normal mode, then in the mode of mixing two textures, sfm almost completely stops displaying such a texture.

On the basis of blending, you can make a mask that will sort of hide the edge of the model, so that, like in my case, you can make a beautiful wave effect, and not a sharp edge, but it seems that such an effect will only be available in garry's mod. At the moment I can't fix it.

To test my theory, I created a test model and tested it in four different games. These are gmod, sdk 2013 multiplayer, half-life 2 and sfm.

In gmod and sdk 2013, the effect works as correctly as possible, the bottom of the impromptu waterfall is smoothly hidden closer to the ground. In hl2 it's already worse, there is a slight blur visible from below, but mixing somehow works. And the last SFM, you yourself see everything.

P.S. - in team fortress 2 it works completely correctly, but due to the fact that sfm has not been updated since 2014, there are no new functions and features in it.

Files

refracttest (gmod/sdk2013/hl2/sfm)

RU Очередной раз убеждаюсь что SFM самый сломанный билд source engine. Вот пример работы шейдера refract в режиме смешивания двух текстур. В garry's mod и sdk 2013 шейдер работает корректно и снизу модели эффект плавно исчезает. В hl2 немного хуже, там место полной прозрачности заметен лёгкий блюр. В sfm режим смешивания двух текстур полностью не работает, текстура еле заметна и имеет графические артефакты. EN Once again I am convinced that SFM is the most broken build of the source engine. Here is an example of the refract shader in two texture blending mode. In garry's mod and sdk 2013, the shader works correctly and the effect disappears smoothly from below the model. In hl2, it's a little worse, where a light blur is noticeable instead of full transparency. In sfm, the blending mode of two textures does not work completely, the texture is barely noticeable and has graphical artifacts.

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