shader

Modulate Shader

shader

This shader adds an $hdrscale parameter that functions as a multiplier for the final result, so an $hdrscale of 2 is equivalent to having $mod2x. Examples: $hdrscale 1 $hdrscale 2 $hdrscale 10

Parallax Corrected Cubemaps

shader
mapping

This page covers Momentum’s implementation of Parallax-Corrected Cubemaps, created with a combination of custom entities and materials. Thanks to Brian Charles for his work on this feature. More technical information can be found on the Valve Developer Wiki Page. Prerequisites # To make use of this page, you should: Be proficient in using the Hammer Editor Have the momentum.fgd in your Hammer configuration Know how to use the developer console Components of a Parallax-Corrected Cubemap # In Hammer, Parallax-Corrected Cubemaps need two entities to function correctly: ...

The PBR Shader

shader
pbr

The Physically Based Rendering (PBR) shader is a powerful new shader that provides more realistic and versatile rendering of brushes and models within Momentum Mod whilst using fewer textures and needing fewer VMT tweaks. PBR extends Source’s shading capacity by storing additional Metalness, Roughness and Ambient Occlusion maps in independent channels of an additional texture called the MRAO. Additionally, it uses the alpha channel of the normal map as a height input for parallax maps. ...