Material Flags: Difference between revisions

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(All of the material flags which change properties.)
 
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Several special shader parameters exist, starting with a <code>%</code> sign instead of <code>$</code>. These are read by the compile tools to alter the properties of the face or the brush they are attached to. Most are intended to produce the special <code>tools/</code> textures, but may also be used for other materials. All are boolean properties. These cannot be affected by [[Material_Proxies|Proxies]].
Material <code>$flags</code> and <code>$flags2</code> parameters control how the material is rendered. <code>$flag</code> can be changed in real-time to allow changes in rendering, but <code>$flags2</code> is read-only and assists the engine or other code in using the material correctly. Enumerations found in {{path|[https://github.com/ValveSoftware/source-sdk-2013/blob/master/mp/src/public/materialsystem/imaterial.h public/materialsystem/imaterial]|h}}
 
See also [[Tool_textures|Tool Textures]] for more detail about the propeties of individual materials.


The flags can also be set via the .vmt
Example:
Example:
 
#Sets the MATERIAL_VAR_VERTEXCOLOR and MATERIAL_VAR_VERTEXALPHA flag
  LightmappedGeneric
  UnlitGeneric
  {
  {
  $basetexture developer/custom_clip
  $basetexture brick/brickwall003a
  '''%compileclip 1'''
  $vertexcolor 1
$vertexalpha 1
  }
  }
== Exclusive Flags ==
Only one of these flags may be set on any given material.
==== %CompileClip (<code>toolsclip</code>) ====
[[image:Toolsclip.gif|32px]] Makes the brush block only players and NPCs. This is equivalent to a combination of '''PlayerClip''' and '''NPCClip'''.


=== %CompileNoChop ===
== $flags ==
Prevents 'subdividing patches' on the surface. This presumably affects how the face is converted to triangles.
$flags can contain the following flags:


=== %CompileNPCClip (<code>toolsnpcclip</code>) ===
{| class=standard-table
[[image:Toolsnpcclip.gif|32px]] Makes the brush block only NPCs. This implies '''NoLight''' and '''NoDraw'''.
| '''Flag''' || '''Hex Value''' || '''Dec Value''' || '''Comment'''
|-
| MATERIAL_VAR_DEBUG || 0x0001 || 1|| [[$debug]]
|-
| MATERIAL_VAR_NO_DEBUG_OVERRIDE || 0x0002 || 2|| [[$no_fullbright]]
|-
| MATERIAL_VAR_NO_DRAW || 0x0004 || 4|| [[$no_draw]]
|-
| MATERIAL_VAR_USE_IN_FILLRATE_MODE || 0x0008 || 8|| [[$use_in_fillrate_mode]]
|-
| MATERIAL_VAR_VERTEXCOLOR || 0x0010 || 16|| [[$vertexcolor]]
|-
| MATERIAL_VAR_VERTEXALPHA || 0x0020 || 32|| [[$vertexalpha]]
|-
| MATERIAL_VAR_SELFILLUM || 0x0040 || 64|| [[$selfillum]]
|-
| MATERIAL_VAR_ADDITIVE || 0x0080 || 128|| [[$additive]]
|-
| MATERIAL_VAR_ALPHATEST || 0x0100 || 256|| [[$alphatest]]
|-
| MATERIAL_VAR_MULTIPASS || 0x0200 || 512|| [[$multipass]]
|-
| MATERIAL_VAR_ZNEARER || 0x0400 || 1024|| [[$znearer]]
|-
| MATERIAL_VAR_MODEL || 0x0800 || 2048|| [[$model]]
|-
| MATERIAL_VAR_FLAT || 0x1000 || 4096|| [[$flat]]
|-
| MATERIAL_VAR_NOCULL || 0x2000 || 8192|| [[$nocull]]
|-
| MATERIAL_VAR_NOFOG || 0x4000 || 16384|| [[$nofog]]
|-
| MATERIAL_VAR_IGNOREZ || 0x8000 || 32768|| [[$ignorez]]
|-
| MATERIAL_VAR_DECAL || 0x10000 || 65536|| [[$decal]]
|-
| MATERIAL_VAR_ENVMAPSPHERE || 0x20000 || 131072|| [[$envmapsphere]]
|-
| MATERIAL_VAR_NOALPHAMOD || 0x40000 || 262144|| [[$noalphamod]]
|-
| MATERIAL_VAR_ENVMAPCAMERASPACE || 0x80000 || 524288|| [[$envmapcameraspace]]
|-
| MATERIAL_VAR_BASEALPHAENVMAPMASK || 0x100000 || 1048576|| [[$basealphaenvmapmask]]
|-
| MATERIAL_VAR_TRANSLUCENT || 0x200000 || 2097152|| [[$translucent]]
|-
| MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK || 0x400000 || 4194304|| [[$normalmapalphaenvmapmask]]
|-
| MATERIAL_VAR_NEEDS_SOFTWARE_SKINNING || 0x800000 || 8388608|| [[$softwareskin]]
|-
| MATERIAL_VAR_OPAQUETEXTURE || 0x1000000 || 16777216|| [[$opaquetexture]]
|-
| MATERIAL_VAR_ENVMAPMODE || 0x2000000 || 33554432|| [[$envmapmode]]
|-
| MATERIAL_VAR_SUPPRESS_DECALS || 0x4000000 || 67108864|| [[$nodecal]]
|-
| MATERIAL_VAR_HALFLAMBERT || 0x8000000 || 134217728|| [[$halflambert]]
|-
| MATERIAL_VAR_WIREFRAME || 0x10000000 || 268435456|| [[$wireframe]]
|-
| MATERIAL_VAR_ALLOWALPHATOCOVERAGE || 0x20000000 || 536870912|| [[$allowalphatocoverage]]
|-
| MATERIAL_VAR_IGNORE_ALPHA_MODULATION || 0x40000000 || 1073741824||
|}


=== %CompileOrigin (<code>toolsorigin</code>) ===
== $flags2 ==
[[image:Toolsorigin.gif|32px]] Sets the origin of a brush entity. This is deprecated for Source maps, in GoldSource origin brushes were used to set the rotation origin of rotating entities.
$flags2 can contain the following flags:


=== %CompileTrigger (<code>toolstrigger</code>) ===
{| class=standard-table
[[image:Toolstrigger.gif|32px]] Makes the brush suitable for [[Trigger|Triggers]].
| '''Flag''' || '''Dec Value''' || '''Comment'''
 
|-
=== %CompileSkip(toolsskip) ===
| MATERIAL_VAR2_LIGHTING_UNLIT || 0||
[[image:Toolsskip.gif|32px]] Removes the face during compilation, making the brush into sets of planes.
|-
 
| MATERIAL_VAR2_LIGHTING_VERTEX_LIT || 1||
=== %CompileSky (toolsskybox) ===
|-
[[image:Toolsskybox.gif|32px]] Makes the face render the (2D/3D) [[Skybox]], and emit [[light_environment]] light.
| MATERIAL_VAR2_LIGHTING_LIGHTMAP0 || 2||
 
|-
=== %Compile2DSky (toolsskybox2d) ===
| MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP || 4||
[[image:Toolsskybox2d.gif|32px]] Makes the face render the 2D [[Skybox]] only, in addition to emitting [[light_environment]] light.
|-
 
| MATERIAL_VAR2_LIGHTING_MASK || 7 || Sum of 3 above
=== %PlayerClip (<code>tools/toolsplayerclip</code>) ===
|-
[[image:Toolsplayerclip.gif|32px]] Makes the brush only block players.
| MATERIAL_VAR2_DIFFUSE_BUMPMAPPED_MODEL || 8||
 
|-
=== %CompileNoLight (<code>nolight</code>) ===
| MATERIAL_VAR2_USES_ENV_CUBEMAP || 16||
Disables generating lightmaps for a brush face. Useful for materials that don't need lighting info or are always invisible. This is disabled on water materials. [[Valve]] introduced this parameter with [[Alien Swarm]], using it for the black areas you see in the levels.
|-
 
| MATERIAL_VAR2_NEEDS_TANGENT_SPACES || 32||
== Additive Flags ==
|-
Multiple of these flags may be applied to any given material.
| MATERIAL_VAR2_NEEDS_SOFTWARE_LIGHTING || 64||
|-
| MATERIAL_VAR2_BLEND_WITH_LIGHTMAP_ALPHA || 128||
|-
| MATERIAL_VAR2_NEEDS_BAKED_LIGHTING_SNAPSHOTS || 256||
|-
| MATERIAL_VAR2_USE_FLASHLIGHT || 512||
|-
| MATERIAL_VAR2_USE_FIXED_FUNCTION_BAKED_LIGHTING || 1024||
|-
| MATERIAL_VAR2_NEEDS_FIXED_FUNCTION_FLASHLIGHT || 2048||
|-
| MATERIAL_VAR2_USE_EDITOR || 4096||
|-
| MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE || 8192||
|-
| MATERIAL_VAR2_NEEDS_FULL_FRAME_BUFFER_TEXTURE || 16384||
|-
| MATERIAL_VAR2_IS_SPRITECARD || 32768||
|-
| MATERIAL_VAR2_USES_VERTEXID || 65536||
|-
| MATERIAL_VAR2_SUPPORTS_HW_SKINNING || 131072||
|-
| MATERIAL_VAR2_SUPPORTS_FLASHLIGHT || 262144||
|}
   
   
=== %CompileBlockLOS (<code>toolsblocklos</code>) ===
[[image:Toolsblocklos.gif|32px]] Makes the brush block NPC line of sight only.
=== %CompileDetail ===
=Forces the brush to no longer cut visleafs, similar to [[func_detail]].
=== %CompileHint(<code>toolshint</code>)===
[[image:Toolshint.gif|32px]] Makes the face hint-cut visleafs. This implies '''NoLight''' and '''NoDraw'''.
=== %CompileInvisible (<code>toolsinvisible</code>) ===
[[image:Toolsinvisible.gif|32px]] Makes a surface behave like NoDraw, but still allow bullets to pass through it. This implies '''NoLight''' also.
=== %CompileLadder ===
[[image:Toolsladder.gif|32px]] Makes the brush usable as a [[func_ladder]].
=== %CompileNoDraw (<code>toolsnodraw</code>) ===
[[image:Toolsnodraw.gif|32px]] Makes a brush behave like <code>tools/toolsnodraw</code>.
=== %CompileNonSolid ===
Makes the brush not solid to anything.
=== %CompileNoShadows ===
Prevents shadows from being cast onto the texture.
=== %CompilePassBullets===
Makes the brush act as a "grating" type, allowing bullets through but blocking other objects. Useful for foliage or metal grates.
=== %CompileWater, CompileSlime ===
Marks the brush as a [[Water_(shader)|water]]-type material. Makes it non-solid, allows swimming inside, etc. The slime variant switches to green splash particles. If <code>%CompileKeepLight</code> is also set, the brush will retain its lighting data.
=== %NoPortal {{Portal2Series}} ===
In Portal and Portal 2, makes the texture non-portalable, unless [[Gel_(Portal_2)|Conversion Gel]] is used.
=== %NoPaint {{Portal2}} ===
In Portal 2, makes the material unable to be painted by [[Gel_(Portal_2)|Gel]].


[[Category:Material System]]
[[Category:Material System]]
[[Category:List of Shader Parameters]]
[[Category:Shader parameters]]

Latest revision as of 10:39, 25 December 2024

Material $flags and $flags2 parameters control how the material is rendered. $flag can be changed in real-time to allow changes in rendering, but $flags2 is read-only and assists the engine or other code in using the material correctly. Enumerations found in 🖿public/materialsystem/imaterial.h

The flags can also be set via the .vmt Example:

#Sets the MATERIAL_VAR_VERTEXCOLOR and MATERIAL_VAR_VERTEXALPHA flag
UnlitGeneric
{
$basetexture brick/brickwall003a
$vertexcolor 1
$vertexalpha 1
}

$flags

$flags can contain the following flags:

Flag Hex Value Dec Value Comment
MATERIAL_VAR_DEBUG 0x0001 1 $debug
MATERIAL_VAR_NO_DEBUG_OVERRIDE 0x0002 2 $no_fullbright
MATERIAL_VAR_NO_DRAW 0x0004 4 $no_draw
MATERIAL_VAR_USE_IN_FILLRATE_MODE 0x0008 8 $use_in_fillrate_mode
MATERIAL_VAR_VERTEXCOLOR 0x0010 16 $vertexcolor
MATERIAL_VAR_VERTEXALPHA 0x0020 32 $vertexalpha
MATERIAL_VAR_SELFILLUM 0x0040 64 $selfillum
MATERIAL_VAR_ADDITIVE 0x0080 128 $additive
MATERIAL_VAR_ALPHATEST 0x0100 256 $alphatest
MATERIAL_VAR_MULTIPASS 0x0200 512 $multipass
MATERIAL_VAR_ZNEARER 0x0400 1024 $znearer
MATERIAL_VAR_MODEL 0x0800 2048 $model
MATERIAL_VAR_FLAT 0x1000 4096 $flat
MATERIAL_VAR_NOCULL 0x2000 8192 $nocull
MATERIAL_VAR_NOFOG 0x4000 16384 $nofog
MATERIAL_VAR_IGNOREZ 0x8000 32768 $ignorez
MATERIAL_VAR_DECAL 0x10000 65536 $decal
MATERIAL_VAR_ENVMAPSPHERE 0x20000 131072 $envmapsphere
MATERIAL_VAR_NOALPHAMOD 0x40000 262144 $noalphamod
MATERIAL_VAR_ENVMAPCAMERASPACE 0x80000 524288 $envmapcameraspace
MATERIAL_VAR_BASEALPHAENVMAPMASK 0x100000 1048576 $basealphaenvmapmask
MATERIAL_VAR_TRANSLUCENT 0x200000 2097152 $translucent
MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK 0x400000 4194304 $normalmapalphaenvmapmask
MATERIAL_VAR_NEEDS_SOFTWARE_SKINNING 0x800000 8388608 $softwareskin
MATERIAL_VAR_OPAQUETEXTURE 0x1000000 16777216 $opaquetexture
MATERIAL_VAR_ENVMAPMODE 0x2000000 33554432 $envmapmode
MATERIAL_VAR_SUPPRESS_DECALS 0x4000000 67108864 $nodecal
MATERIAL_VAR_HALFLAMBERT 0x8000000 134217728 $halflambert
MATERIAL_VAR_WIREFRAME 0x10000000 268435456 $wireframe
MATERIAL_VAR_ALLOWALPHATOCOVERAGE 0x20000000 536870912 $allowalphatocoverage
MATERIAL_VAR_IGNORE_ALPHA_MODULATION 0x40000000 1073741824

$flags2

$flags2 can contain the following flags:

Flag Dec Value Comment
MATERIAL_VAR2_LIGHTING_UNLIT 0
MATERIAL_VAR2_LIGHTING_VERTEX_LIT 1
MATERIAL_VAR2_LIGHTING_LIGHTMAP0 2
MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP 4
MATERIAL_VAR2_LIGHTING_MASK 7 Sum of 3 above
MATERIAL_VAR2_DIFFUSE_BUMPMAPPED_MODEL 8
MATERIAL_VAR2_USES_ENV_CUBEMAP 16
MATERIAL_VAR2_NEEDS_TANGENT_SPACES 32
MATERIAL_VAR2_NEEDS_SOFTWARE_LIGHTING 64
MATERIAL_VAR2_BLEND_WITH_LIGHTMAP_ALPHA 128
MATERIAL_VAR2_NEEDS_BAKED_LIGHTING_SNAPSHOTS 256
MATERIAL_VAR2_USE_FLASHLIGHT 512
MATERIAL_VAR2_USE_FIXED_FUNCTION_BAKED_LIGHTING 1024
MATERIAL_VAR2_NEEDS_FIXED_FUNCTION_FLASHLIGHT 2048
MATERIAL_VAR2_USE_EDITOR 4096
MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE 8192
MATERIAL_VAR2_NEEDS_FULL_FRAME_BUFFER_TEXTURE 16384
MATERIAL_VAR2_IS_SPRITECARD 32768
MATERIAL_VAR2_USES_VERTEXID 65536
MATERIAL_VAR2_SUPPORTS_HW_SKINNING 131072
MATERIAL_VAR2_SUPPORTS_FLASHLIGHT 262144