$multipass: Difference between revisions
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(No mention of this command anywhere on the wiki, so I made a page for it. Needs a lot more info and what it exactly does, I assumed this from Valve's very short VMT documention in HL:S) |
CHILLMODEA (talk | contribs) (rewrite Template:lang to Template:LanguageBar) |
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{{LanguageBar|$multipass}} | |||
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{{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 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?}} |
Latest revision as of 00:29, 30 June 2025


$multipass
is a material shader parameter available in all 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?