"EyeRefract" { "$Iris" "models/player/shared/eye-iris-blue" // Iris color in RGB with cornea noise in A "$AmbientOcclTexture" "models/player/shared/eye-extra" // Ambient occlusion in RGB, A unused "$Envmap" "models/player/shared/eye-reflection-cubemap-" // Reflection environment map "$CorneaTexture" "models/player/shared/eye-cornea" // Special texture that has 2D cornea normal in RG and other data in BA "$lightwarptexture" "models/player/shared/eye_lightwarp" // This enables TF NPR lighting "$EyeballRadius" "0.7" // Default 0.5 "$AmbientOcclColor" "[1.0 1.0 1.0]" // Default 0.33, 0.33, 0.33 "$Dilation" "0.5" // Default 0.5 "$ParallaxStrength" "0.25" // Default 0.25 "$CorneaBumpStrength" "1.0" // Default 1.0 "$halflambert" "1" "$nodecal" "1" // These effects are only available in ps.2.0b and later "$RaytraceSphere" "0" // Default 1 - Enables raytracing in the pixel shader to make the eyeball look round "$SphereTexkillCombo" "0" // Default 1 - Enables killing pixels that don't ray-intersect the sphere // DX8 ps.1.1 fallbacks, original HL2 eyes "Eyes_dx8" { "$basetexture" "models/player/shared/dxlevel80/eyeball_l" "$iris" "models/player/shared/dxlevel80/iris_blue_l" } // Cloaking "$cloakPassEnabled" "1" "Proxies" { "spy_invis" { } } }