SolidEnergy

It is used for the fizzler, excursion funnel, light bridge, and laser field materials.
== Supported effects ==
*$flowmap
*$flowbounds
*$translucent
*$additive
*$refract 
== Fresnel behavior ==
== Powerup and vortex parameters ==
These material parameters are used to control the power-up animation, and up to two vortexes which normally appear when objects are nearby. They are generally set by the FizzlerVortex proxy.
== Detail ==
When using a basetexture, the shader also renders 2 optional detail textures, which are blended with the basetexture. Both of these detail textures use the same syntax of variant parameters as $detail, with "$detail1" or "$detail2" replacing the "$detail" prefix. (eg: $detail1scale 1)
This method must be used if the material is to be used on a model, as meshes will not render if a flowmap is applied.
etc
== Flowbounds ==
If a flowmap is used, the material uses an additional texture comprised of three greyscale masks on each of the color channels.
* Red controls the flow speed
* Green controls the tint amount from $flow_color
* Blue controls the additive intensity, such as the ripples of a Fizzler
== Refract ==
These parameters control the refraction effects added in .
== Type 1 (Flowmap) Example ==
The example shown below is materials/effects/fizzler.vmt from Portal 2.
 SolidEnergy
 {
 	$basetexture "effects/fizzler_ripples_dim"
 	$flowmap "effects/fizzler_flow"
 	$flowbounds "effects/fizzler_bounds"
 	$FLOW_NOISE_TEXTURE "effects/fizzler_noise"
 	$FLOW_UVSCROLLDISTANCE "0.25"
 	$FLOW_TIMEINTERVALINSECONDS "1.2"
 	$FLOW_NOISE_SCALE 0.003
 	$FLOW_LERPEXP 1.5
 	$FLOW_WORLDUVSCALE 0.008
 	$FLOW_NORMALUVSCALE 0.008
 	$FLOW_COLOR "[0.025 0.08 0.1]"
 	$FLOW_VORTEX_COLOR "[0.64 2.058 2.56]"
 	$surfaceprop glass
 	"%keywords" Portal2
 	$translucent 1
 	$additive 1
 	$FLOW_VORTEX_SIZE 35
 
 	"360?$outputintensity" 2.8
 	"SonyPS3?$outputintensity" .7
 	"srgb_pc?$outputintensity" 2.3
 	"!srgb_pc?$outputintensity" 1.7
 
 	Proxies
 	{
 		FizzlerVortex
 		{
 		}
 	}
 }
== Type 2 (Basetexture and Detail) Example ==
The example shown below is materials/effects/projected_wall.vmt from Portal 2.
 SolidEnergy
 {
 $basetexture "effects/projected_wall"
 $detail1 "effects/projected_wall_draw"
 $detail1scale 1
 $DETAIL1BLENDMODE 1
 $detail2 "effects/projected_wall_noise"
 $detail2scale 1
 $detail2blendmode 0
 $translucent 1
 $additive 1
 $vertexalpha 0
 $vertexcolor 0
 $nocull 1 
 $surfaceprop glass
 "%keywords" Portal2
 $detailscroll1 "[0 0]"
 $detailscroll2 "[0 0]"
 $detail2componentscale "[1 1]"
 $basescroll "[0 0]"
 $basescale "[1 1]"
 "!srgb?$outputintensity" .75
 Proxies
 {
 Sine 
 {
 sinemin 0
 sinemax 0.94
 sineperiod 5
 timeoffset 3
 resultVar "$detailscroll1[0]"
 }
 LinearRamp 
 {
 rate -3
 initialValue 0
 resultVar "$detailscroll1[1]"
 }
 LinearRamp 
 {
 rate 0.18
 initialValue 0
 resultVar "$detailscroll2[1]"
 }
 Sine 
 {
 sinemin 0.99
 sinemax 1.01
 sineperiod 0.125
 timeoffset 0
 resultVar "$detail2componentscale[0]"
 }
 Sine 
 {
 sinemin 0.995
 sinemax 1.005
 sineperiod 0.1
 timeoffset 0.05
 resultVar "$basescale[0]"
 }
 LinearRamp 
 {
 rate 0.15
 initialValue 0
 resultVar "$basescroll[1]"
 }
 TextureTransform
 {
 translateVar $detailscroll1
 resultVar $detail1texturetransform
 }
 TextureTransform
 {
 translateVar $detailscroll2
 scaleVar $detail2componentscale
 resultVar $detail2texturetransform
 }
 TextureTransform
 {
 translateVar $basescroll
 scaleVar $basescale
 resultVar $basetexturetransform
 }
 }
 }
Category:Shaders