render.DepthRange
Description
Set's the depth range of the upcoming render.
Arguments
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 )
Output: