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$multipass: Difference between revisions

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(No mention of this command anywhere on the wiki, so I made a page for it. Needs a lot more info and what it exactly does, I assumed this from Valve's very short VMT documention in HL:S)
 
 
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'''$multipass''' is a VMT command which forces a material to be rendered in separate 'passes'.
{{This is a|shader parameter|name=$multipass}} It forces a material to be rendered in separate rendering "passes." This can fix issues with translucent materials, although rendering will be more expensive.
This command is required to allow DX6 + DX7 users to see [[cubemaps]]. This command has also been used on breakable glass materials.
This command is required to allow DX6 + DX7 users to see [[cubemaps]]. It has also been used on breakable glass materials.


{{TODO|What does it exactly do, and for what other reasons is it needed?}}
{{Todo|What does it ''exactly'' do, and for what other reasons is it needed?}}

Latest revision as of 00:29, 30 June 2025

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$multipass is a material shader parameter available in all Source Source games. It forces a material to be rendered in separate rendering "passes." This can fix issues with translucent materials, although rendering will be more expensive. This command is required to allow DX6 + DX7 users to see cubemaps. It has also been used on breakable glass materials.

Todo: What does it exactly do, and for what other reasons is it needed?