Garry's Mod Wiki

render.DepthRange

  render.DepthRange( number depthmin, number depthmax )

Description

Set's the depth range of the upcoming render.

Arguments

1 number depthmin
The minimum depth of the upcoming render. 0.0 = render normally; 1.0 = render nothing.
2 number depthmax
The maximum depth of the upcoming render. 0.0 = render everything (through walls); 1.0 = render normally.

Example

Perform a downward screen wipe effect on all opaque objects once the client connects.

local depthmin = 1.0 hook.Add( "PreDrawOpaqueRenderables", "simple_effect", function( bDrawingDepth, bDrawingSkybox ) render.DepthRange( depthmin, 1.0 ) if ( depthmin > 0.0 ) then depthmin = depthmin - 0.001 end end )

Example

Same effect as above but with a dark shadow skin present where the model is being drawn.

local depthmin = 1.0 local spawn_copies = {} -- The shadow copies local custom_white_color = Color( 255, 255, 255, 92 ) hook.Add( "PreDrawOpaqueRenderables", "advanced_effect", function( bDrawingDepth, bDrawingSkybox ) render.DepthRange( depthmin, 1.0 ) if ( !spawn_copies ) then return false end if ( depthmin > 0.0 ) then depthmin = depthmin - 0.001 else local alpha = 0 local valid_copies = 0 -- Fade out the shadow copies and remove them. for _, spawncopy in ipairs(spawn_copies) do if ( IsValid( spawncopy ) ) then alpha = spawncopy:GetColor().a if ( alpha > 0 ) then spawncopy:SetColor( Color( 255, 255, 255, alpha - 1 ) ) else spawncopy:Remove() end valid_copies = valid_copies + 1 end end -- Nullify table since we aren't using it anymore. if ( valid_copies == 0 ) then spawn_copies = nil end end end ) hook.Add( "OnEntityCreated", "advanced_effect", function( ent ) if ( !spawn_copies ) then return end -- Prevents infinite loop and other errors. if ( ent:GetClass() ~= "class C_BaseFlex" and ent:GetRenderGroup() == RENDERGROUP_OPAQUE and ent:GetClass() ~= "gmod_hands" ) then local mdl = ent:GetModel() -- Check that the entity is a model and not a brush. if ( string.EndsWith( mdl, ".mdl" ) ) then local spawncopy = ClientsideModel( mdl ) -- A material with $ignorez set to 1 works best here. spawncopy:SetMaterial( "models/overlay_rendertarget" ) spawncopy:AddEffects( EF_BONEMERGE ) spawncopy:SetParent( ent ) spawncopy:SetRenderMode( RENDERMODE_TRANSALPHA ) spawncopy:SetColor( custom_white_color ) table.insert( spawn_copies, spawncopy ) end end end )
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