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$decaltexture
$decaltexture
is a material shader parameter available in Counter-Strike: Global Offensive for
VertexLitGeneric
. It allows for a second UV channel to be defined for a model, allowing a decal texture to be placed on top of the base material. To use the parameter, the MDL must have been compiled from an FBX file and have a second UV channel defined.
![Icon-Bug.png](/w/images/thumb/b/b4/Icon-Bug.png/10px-Icon-Bug.png)
-StaticPropCombine
parameter appears to break this effect on autocombined models in some cases.Parameters and Effects
The decal texture.
Set the decal's blend mode.
- 0 - Alpha Masked
- 1 - Multiplied
Note:If set to 1,
$phong
will not function on the material. - 2 - Modulate (functions like
DecalModulate
, or Photoshop's Overlay blend mode)Note:Mode 2 expects sRGB input, not linear. This means ~0.73 gray acts as the mid point, instead of 0.5
- 3 - Additive
Bug:Mode 0 and 1 will not render in Hammer, however the basetexture will still render. Mode 2 and 3 will cause the model to render completely black in Hammer. It will still render correctly in game though.
Note:
$decalblendmode
MUST be defined in order for$decaltexture
to work.
If enabled, model decals will ignore depth.