UnlitTwoTexture: Difference between revisions
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* Two textures are | * Two base textures are multiplied together and can be [[Material proxies|transformed]] independently. (Just like the [http://en.wikipedia.org/wiki/Blend_modes#Multiply Multiply] blending mode in typical image editors.) | ||
* | * Unrelated to [[WorldVertexTransition]], which is used for making alpha fading transitions between two base textures on displacements.<br> | ||
<br> | |||
{{note|This Shader works on both Brushes and Models}} | |||
{{confirm| Do models require {{ent|$model}} in branches before {{csgo}}?}} | |||
{{tip|The same effect can be created using {{cmd|$detailblendmode|8}} on '''[[UnlitGeneric]]'''.}} | |||
[[Category:Shaders]] | |||
== Parameters == | |||
{{MatParamDef|$basetexture|texture|}} | |||
The first Texture that is used, how it is used depends on the effects which are enabled. By default <code>$basetexture</code> will be multiplied with <code>$texture2</code>. | |||
[[ | {{MatParamDef|$frame|int|The frame to start an animated <code>$texture2</code> on.}} | ||
{{MatParamDef|$basetexturetransform|matrix|Transforms the texture before use in the material. {{VMT UVtransform}} }} | |||
{{MatParamDef|$texture2|texture|}} | |||
Second Texture that is used in different ways depending on which effects are used. By default <code>$basetexture</code> will be multiplied with <code>$texture2</code>. | |||
{{note|First texture is applied via {{ent|$basetexture}}.}} | |||
{{MatParamDef|$frame2|int|The frame to start an animated <code>$texture2</code> on.}} | |||
{{MatParamDef|$texture2transform|matrix|Transforms the texture before use in the material. {{VMT UVtransform}} }} | |||
{{MatParamDef|$color|RGB matrix|tints the result, on brushes.}} | |||
{{MatParamDef|$color2|RGB matrix|tints the result, on models.}} | |||
{{MatParamDef|$beachfoam|bool|Introduced with Dangerzone, adds animated wave-like effects using a special texture|only={{csgo}}}} | |||
{{important|This parameter is intended to be used with {{ent|$additive}}.}} | |||
On the Dangerzone Wave Model, both <code>$texture2</code> and <code>$basetexture</code> use the 'Beachwaves' Texture. | |||
{{todo|Do both Parameters need to use the same Texture?}} | |||
The 'Beachwaves' Texture uses the RGB channels for different purposes. | |||
<small>{{todo|Find a better Name for the Texture...}}</small> | |||
* Red Channel : Waves Albedo Texture | |||
{{todo|Can this be tinted using $color/$color2?}} | |||
* Green Channel : Distortion/Noise for the Red Channel | |||
* Blue Channel : Distortion/Noise for the Red Channel | |||
{{todo|Further documentation required.}} | |||
{{MatParamDef|$CrosshairMode|bool| Enables "Crosshair mode" using <code>$basetexture</code> for the Crosshair|only={{csgo}}}} | |||
<code>$texture2</code> is used for a framebuffer texture. | |||
The result will be blended between <code>Crosshair Texture + CrosshairTint</code> and <code>Crosshair Texture * CrosshairTint</code> using <code>Average Luminance of $texture2 * $CrosshairColorAdapt</code> | |||
{{MatParamDef|$CrosshairTint|RGB matrix| Tints the <code>$basetexture</code> when using <code>$CrosshairMode</code>|only={{csgo}}}} | |||
{{MatParamDef|$CrosshairColorAdapt|float|Used for multiplying the average Luminance of <code>$texture2</code> <br>{{note|Default Value <code>"0.4"</code>}}|only={{csgo}}}} | |||
{{MatParamDef|$translucent|bool|[[$translucent]] is a [[Expensive|expensive]] translucency using a full [[Alpha]] mask, for very fine gradients. Uses [[$basetexture]] as the source alpha, and blends [[$texture2]]'s alpha over whatever is opaque.</code>|since={{l4d}}}} | |||
=== Example === | |||
Stock .vmt | |||
{{path|hl2/materials/models/props_combine/portalball001_sheet|vmt}} | |||
<syntaxhighlight> | |||
"UnlitTwoTexture" | |||
{ | |||
"$basetexture" "models/props_combine/portalball001_sheet" | |||
"$texture2" "models/props_combine/portalball001b_sheet" | |||
"$model" 1 | |||
"$nocull" "1" | |||
"$additive" "1" | |||
"Proxies" | |||
{ | |||
"TextureScroll" | |||
{ | |||
"texturescrollvar" "$texture2transform" | |||
"texturescrollrate" -.2 | |||
"texturescrollangle" 60 | |||
} | |||
} | |||
} | |||
</syntaxhighlight> | |||
{{csgo}} {{path|models/props/hr_massive/beachwaves/beachwaves|vmt}} | |||
<syntaxhighlight> | |||
UnlitTwoTexture | |||
{ | |||
"$beachfoam" "1" | |||
"$basetexture" "models/props/hr_massive/beachwaves/beachwaves" | |||
"$texture2" "models/props/hr_massive/beachwaves/beachwaves" | |||
"$additive" "1" | |||
} | |||
</syntaxhighlight> | |||
{{l4d}} {{path|effects/smoke_plumes_anim|vmt}} | |||
<syntaxhighlight> | |||
UnLitTwoTexture | |||
{ | |||
"%tooltexture" "effects/smoke_plumes_00" | |||
$basetexture "effects/smoke_plumes_scroll" | |||
$texture2 "effects/smoke_plumes_00" | |||
$translucent 1 | |||
$nocull 1 | |||
$no_fullbright 1 | |||
$nofog 1 | |||
$scale "[1 1]" | |||
$scroll "[2 2]" | |||
Proxies | |||
{ | |||
LinearRamp | |||
{ | |||
resultVar "$scroll[0]" | |||
rate -.01 | |||
} | |||
LinearRamp | |||
{ | |||
resultVar "$scroll[1]" | |||
rate .035 | |||
} | |||
TextureTransform | |||
{ | |||
scaleVar $scale | |||
translateVar $scroll | |||
resultVar $basetexturetransform | |||
} | |||
} | |||
} | |||
</syntaxhighlight> | |||
== See also == | |||
*<code>[[LightmappedTwoTexture]]</code> | |||
Latest revision as of 23:10, 14 September 2025
- Two base textures are multiplied together and can be transformed independently. (Just like the Multiply blending mode in typical image editors.)
- Unrelated to WorldVertexTransition, which is used for making alpha fading transitions between two base textures on displacements.
$detailblendmode 8 on UnlitGeneric.Parameters
The first Texture that is used, how it is used depends on the effects which are enabled. By default $basetexture will be multiplied with $texture2.
- The default position is
center .5 .5 scale 1 1 rotate 0 translate 0 0.centerdefines the point of rotation. Only useful ifrotateis being used.scalefits the texture into the material the given number of times.2 1is a 50% scale in the horizontal X axis while the vertical Y axis is still at original scale.rotaterotates the texture counter-clockwise in degrees. Accepts any number, including negatives.translateshifts the texture by the given numbers..5will shift it half-way. 1 will shift it once completely over, which is the same as not moving it at all.
Note:All values must be included!
Bug:Scaling the texture may cause odd issues where the Texture Lock tool in Hammer will not actually lock the texture in place. [todo tested in ?]
Bug:Rotating textures applied on brushes will rotate around the map origin (confirm: Orangebox engine only?). A fix for this is to change the center position in the VMT to the brush's origin. [todo tested in ?]
Second Texture that is used in different ways depending on which effects are used. By default $basetexture will be multiplied with $texture2.
- The default position is
center .5 .5 scale 1 1 rotate 0 translate 0 0.centerdefines the point of rotation. Only useful ifrotateis being used.scalefits the texture into the material the given number of times.2 1is a 50% scale in the horizontal X axis while the vertical Y axis is still at original scale.rotaterotates the texture counter-clockwise in degrees. Accepts any number, including negatives.translateshifts the texture by the given numbers..5will shift it half-way. 1 will shift it once completely over, which is the same as not moving it at all.
Note:All values must be included!
Bug:Scaling the texture may cause odd issues where the Texture Lock tool in Hammer will not actually lock the texture in place. [todo tested in ?]
Bug:Rotating textures applied on brushes will rotate around the map origin (confirm: Orangebox engine only?). A fix for this is to change the center position in the VMT to the brush's origin. [todo tested in ?]
On the Dangerzone Wave Model, both $texture2 and $basetexture use the 'Beachwaves' Texture.
The 'Beachwaves' Texture uses the RGB channels for different purposes.
- Red Channel : Waves Albedo Texture
- Green Channel : Distortion/Noise for the Red Channel
- Blue Channel : Distortion/Noise for the Red Channel
$basetexture for the Crosshair$texture2 is used for a framebuffer texture.
The result will be blended between Crosshair Texture + CrosshairTint and Crosshair Texture * CrosshairTint using Average Luminance of $texture2 * $CrosshairColorAdapt
$basetexture when using $CrosshairMode$texture2 "0.4"Example
Stock .vmt
![]()
hl2/materials/models/props_combine/portalball001_sheet.vmt
"UnlitTwoTexture"
{
"$basetexture" "models/props_combine/portalball001_sheet"
"$texture2" "models/props_combine/portalball001b_sheet"
"$model" 1
"$nocull" "1"
"$additive" "1"
"Proxies"
{
"TextureScroll"
{
"texturescrollvar" "$texture2transform"
"texturescrollrate" -.2
"texturescrollangle" 60
}
}
}
![]()
models/props/hr_massive/beachwaves/beachwaves.vmt
UnlitTwoTexture
{
"$beachfoam" "1"
"$basetexture" "models/props/hr_massive/beachwaves/beachwaves"
"$texture2" "models/props/hr_massive/beachwaves/beachwaves"
"$additive" "1"
}
![]()
effects/smoke_plumes_anim.vmt
UnLitTwoTexture
{
"%tooltexture" "effects/smoke_plumes_00"
$basetexture "effects/smoke_plumes_scroll"
$texture2 "effects/smoke_plumes_00"
$translucent 1
$nocull 1
$no_fullbright 1
$nofog 1
$scale "[1 1]"
$scroll "[2 2]"
Proxies
{
LinearRamp
{
resultVar "$scroll[0]"
rate -.01
}
LinearRamp
{
resultVar "$scroll[1]"
rate .035
}
TextureTransform
{
scaleVar $scale
translateVar $scroll
resultVar $basetexturetransform
}
}
}