This article's documentation is for anything that uses the Source engine. Click here for more information.

$detail: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
($detailtint *does* work)
mNo edit summary
 
(144 intermediate revisions by 25 users not shown)
Line 1: Line 1:
{{otherlang2
{{Source topicon}}
|fr=$detail:fr
 
{{LanguageBar}}
 
{{tabsBar|main=detail textures}}
 
{{clr}}
 
{{toc-right}}
 
[[File:Detail.jpg|frame|right|A detail texture (noise_detail_01), and its effect when applied to a material (brickwall031a).]]
 
{{this is a|shader parameter|name=$detail}} It specifies a [[texture]] which Source will use to add high-resolution detail to a material when it is viewed up close, by darkening or lightening the [[diffuse]] appropriately, depending on the <tt>$detailblendmode</tt>. You can also use a full color (as opposed to grayscale) image and blend it using {{Code|$detailblendmode 2}}. It is very effective for increasing the apparent resolution of a texture, and was used extensively in {{hl2ep2|4}}, as well as {{portal2|4}} for the white tile textures's bumps.
 
{{Bug| {{Code|$detail}} textures do not work in conjunction with some parameters:
* In {{as}}{{csgo}}{{src13}} on {{ent|LightmappedGeneric}}, Does not work with {{ent|$seamless_scale}}.
* In {{as}}{{csgo}}{{src13}} on {{ent|VertexLitGeneric}}. Does not work with {{ent|$selfillumfresnel}}, if {{ent|$bumpmap}} is used. {{confirm|Fixed in {{tf2branch}}?}}
* In {{as}}{{src13}} on {{ent|LightmappedGeneric}}, Does not work with {{ent|$lightwarptexture}}
}}
}}
[[Image:Detail.jpg|frame|right|A detail texture (noise_detail_01), and its effect when applied to a material (left).]]


The '''<code>$detail</code>''' [[VMT]] parameter specifies a [[texture]] with which Source will add high-resolution detail when the material is viewed up close, by darkening or lightening the [[albedo]] appropriately, depending on the $detailblendmode. You can also use a full color (as opposed to grayscale) image and blend it using <code>$detailblendmode 2</code>. It is very effective for increasing the apparent resolution of a texture, and was used extensively in [[Episode Two]]. The effect exists in all Source Engine based games.
: {{Note|<span><!-- This fixes the list --></span>
:* In {{csgo}}, {{ent|LightmappedGeneric}} does not appear to even have {{ent|$lightwarptexture}} as a parameter... So it cannot "not work".
:* In {{as}}{{csgo}} on {{ent|VertexLitGeneric}}, Does not work with {{ent|$desaturatewithbasealpha}}
:* In {{as}}, Does not work with {{ent|$blendmodulatetexture}} '''and''' {{ent|$bumpmap}}
  }}


{{bug|Detail textures do not currently work in conjunction with [[$seamless_scale]]. Enabling them to work together would require a programmer to edit the used shader.}}
: {{Todo| Document issues from other branches of source.}}
 
: {{ModernConfirm| Things that don't work in {{as}}, usually don't work in {{l4d}} either. And vice versa. But it'd be better if someone could confirm this. }}
 
: {{bug|tested={{tf2}}|Using {{Code|$detail}} with {{ent|$blendmodulatetexture}} will cause a graphical issue (stripes over the surface), only works correctly in {{csgo}} and {{GMOD}}. }}


== Syntax ==
== Syntax ==
Line 15: Line 38:


== Parameters and Effects ==
== Parameters and Effects ==
{{MatParamDef
| $detailtexturetransform|matrix|dx9 = 1
| Rotates, scales, etc. the detail texture. {{VMT UVtransform}}
{{Bug|This parameter does not exist for {{ent|LightmappedGeneric}}, {{ent|WorldVertexTransition}}, {{ent|LightmappedTwoTexture}}, {{ent|WorldTwoTextureBlend}}, and {{only|{{csgo}}}} {{ent|Lightmapped_4WayBlend}}.}}
{{Bug|Does not work with {{ent|$treesway}}.}}
{{Note|{{strata|only}} For the {{ent|PBR (Strata shader)}}, this parameter is called {{code|$detailtransform}}.}}
}}


=== <code>$detailtexturetransform <matrix></code> ===
{{MatParamDef
|$detailscale| float
| Fits the detail texture onto the material the given number of times (default {{=}} 4). Generally used instead of <code>$detailtexturetransform</code> with a value of around 7 or 8 for a 128px detail texture. To independently scale the X and Y coordinates, place your values in brackets: <code>$detailscale "[ 4 8 ]"</code>
}}


: Rotates, scales, etc. the detail texture. Requires DX9. {{VMT UVtransform}}
{{MatParamDef
;
|$detailblendfactor|normal|
=== <code>$detailscale <[[float]]></code> ===
Controls the amount that the detail texture affects the base texture. The precise use of this depends on the blend mode; in most cases it acts similarly to [[$alpha]]. A value of 0 usually makes the detail texture have no effect, whilst a value of 1 applies the full effect.
{{bug|Nonfunctional for <code>$detailblendmode</code>s 1 or 5 on [[UnlitGeneric]]|tested={{dods}}}}
}}


: Fits the detail texture onto the material the given number of times (default = 4). Generally used instead of <code>$detailtexturetransform</code> with a value of around 7 or 8 for a 128px detail texture.
{{MatParamDef
;
|$detailblendmode| int
=== <code>$detailblendfactor <[[normal]]></code> ===
| How to combine the detail material with the diffuse or albedo.
: There are 12 different detail blend methods that can be used, although not all modes are available with all shaders (see below).
: The blend modes are implemented in {{Path|stdshaders/common_ps_fxc|h}}.


: Controls the amount that the detail texture affects the base texture. The precise use of this depends on the blend factor; in most cases it acts similarly to [[$alpha]]. A value of 0 usually makes the detail texture have no effect, whilst a value of 1 applies the full effect.
[[File:Detail_blend_modes_l4d2.jpg||320px|thumb|right|Blend modes in L4D2, factor .8 (Left to right modes 0 to 11, base texture only and detail only. Top row detail opacity 100%, bottom 50%).]]


=== <code>$detailblendmode <[[int]]></code> ===
{{Table
| {{tr
| {{th| Mode }} {{th| Effect |width=180px}} {{th| Description }}
}}
{{tr
| {{td| 0 |dark=1}}
  {{td| DecalModulate }}
  {{td| This functions the same as the {{ent|DecalModulate}} shader—colors below 128 darken the image, colors above lighten the image.
{{tip|Use {{vtex|2}}'s {{mono|mipblend}} option to have detail textures which use this blend mode "fade out" when at a distance, reducing aliasing.}} }}
}}
{{tr
| {{td| 1 |dark=1}}
  {{td| Additive }}
  {{td| The color of the detail texture is added to the base texture. This is similar to {{ent|$additive}}, except it is affected by lighting (see blend mode 5). }}
}}
{{tr
| {{td| 2 |dark=1}}
  {{td| Translucent Detail }}
  {{td| The detail texture is applied as a translucent overlay on top of the base texture. }}
}}
{{tr
| {{td| 3 |dark=1}}
  {{td| Blend Factor Fade }}
  {{td| The detail texture is applied as a translucent overlay, but ignoring its alpha channel. Instead, the blend factor is used to determine how much of the base texture shows through underneath. }}
}}
{{tr
| {{td| 4 |dark=1}}
  {{td| Translucent Base }}
  {{td| This effectively flips the normal layering of the two textures. The detail texture appears "below," with the base alpha channel controlling it as a translucent overlay. The detail alpha channel controls the overall material alpha—for translucency, masking, or other uses. {{note|Incompatible with [[VRAD]] texture shadows, which explicitly look for {{cmd|$basetexture}}{{workaround|If using {{gmod}} or {{mapbase}} VRAD, assign the detail as a {{cmd|%alphatexture}}.}} }}
}}
{{tr
| {{td| 5 |dark=1}}
  {{td| Unlit Additive }}
  {{td| The color of the detail texture is added to the base texture identically to mode 1, but this color is unaffected by lighting and therefore appears to glow. }}
}}
{{tr
| {{td| 6 |dark=1}}
  {{td| Unlit Additive Threshold Fade }}
  {{td| This adds color unaffected by lighting like mode 5, but first modifies the color added in two modes, depending on if the blend factor is above or below 0.5.{{clarify|Modifies how?}} }}
}}
{{tr
| {{td| 7 |dark=1}}
  {{td| Two-Pattern DecalModulate }}
  {{td| Only the red and alpha channels of the detail texture are used. This operates like the {{ent|DecalModulate}} shader or blend mode 0, but the base alpha channel fades between using the red (0) or alpha (255) detail channel as the modulation source. This effectively allows two detail materials, although both are greyscale.
{{tip|If this a detail texture using this blend mode should need to be stored in an uncompressed format, consider using [[VTF_(Valve_Texture_Format)#Image_data_formats|IA88 instead of BGRA8888]], for half the file size at no quality loss.}} }}
}}
{{tr
| {{td| 8 |dark=1}}
  {{td| Multiply }}
  {{td| The color of the base channel is multiplied by that of the detail texture. Effectively makes $detail an ambient occlusion texture. }}
}}
{{tr
| {{td| 9 |dark=1}}
  {{td| Base Mask via Detail Alpha }}
  {{td| Only the detail alpha channel is used. It is multiplied with the base texture's alpha channel to produce the final alpha value. {{tip|Use [[VTF_(Valve_Texture_Format)#Image_data_formats|A8 instead of DXT5]], for increased quality at the same file size.}} }}
}}
{{tr
| {{td| 10 |dark=1}}
  {{td| Self-Shadowed Bumpmap }}
  {{td| The detail texture is used as a (possibly additional) {{ent|$ssbump}} bumpmap. The blend factor is ignored.
        {{Note|You can use this to get a standard bumpmap and a self-shadowing bumpmap on the same material. However, this is expensive and should be used very sparingly.}}
        {{ModernImportant|This requires a $bumpmap! If the Detailtexture VTF is flagged with the SSBump Flag, this mode will be used automatically IF there is a $bumpmap present!}} }}
}}
{{tr
| {{td| 11 |dark=1}}
  {{td| SSBump Albedo }}
  {{td| Utilises a SSBump Texture like an Ambient Occlusion Texture. This is done by calculating the above-average 'Luminance' of the SSBump.
Calculated as <code>Basetexture * (DetailTexture.r * (2/3) + DetailTexture.g * (2/3) + DetailTexture.b * (2/3))</code>
        {{ModernImportant|This cannot be used with $bumpmap. If the Detailtexture VTF is flagged with the SSBump flag, this mode will be used automatically IF $bumpmap is absent!}} }}
}}
}}
{{ModernImportant|Listed below are limitations which apply to the various modes for specific games and shaders. Using a non-supported Blendmode can/will result in "Missing Shader Combo" errors flooding the console. The material will not render!
{{Table
| {{tr
| {{th| Branch |bgcolor=#373527 |color=#eeba00 }} {{th| Shader |bgcolor=#373527 |color=#eeba00}} {{th| Limitation |bgcolor=#373527 |color=#eeba00 }}
}}
{{tr
| {{td| {{csgo}} |dark=1}}
  {{td| {{ent|LightmappedGeneric}} }}
  {{td| Modes 1-6 and 8 are not supported.<br>
Mode 9 does not work with {{ent|$bumpmap}}, {{ent|$envmap}}, {{ent|$selfillum}}.}}
}}
{{tr
| {{td| {{csgo}} |dark=1}}
  {{td| {{ent|WorldVertexTransition}} }}
  {{td| Modes 1-6, 8-9 are not supported.<br>
Mode 7 does not work with {{ent|$blendmodulatetexture}}.}}
}}
{{tr
| {{td| {{csgo}} |dark=1}}
  {{td| {{ent|VertexLitGeneric}} }}
  {{td| Modes 10+11 are not supported.<br>0-4 and 7 always work (with or without {{ent|$bumpmap}})<br>5+6 only work with {{ent|$phong}} or without {{ent|$bumpmap}}.<br>8+9 only work without {{ent|$bumpmap}}. }}
}}
{{tr
| {{td| {{csgo}} |dark=1}}
  {{td| {{ent|Lightmapped_4WayBlend}} }}
  {{td| Modes 1-6 are not supported. }}
}}
{{tr
| {{td| {{src13}}<br>{{tf2branch}} |dark=1}}
  {{td| {{ent|LightmappedGeneric}}<br>{{ent|WorldVertexTransition}} }}
  {{td| Modes 2-9 are not supported.<br>Modes 0+1 always work.<br>Mode 10 does not work with {{ent|$ssbump}}.<br>Workarounds:<br> For mode 2, use {{ent|WorldTwoTextureBlend}}.<br> For mode 8, use {{ent|LightmappedTwoTexture}}. }}
}}
{{tr
| {{td| {{src13}}<br>{{tf2branch}}<br>{{as}} |dark=1}}
  {{td| {{ent|VertexLitGeneric}} }}
  {{td| Modes 10+11 are not supported.<br>0-4 always work (with or without {{ent|$bumpmap}})<br>5+6 only work with {{ent|$phong}} or without {{ent|$bumpmap}}.<br>7-9 only work without {{ent|$bumpmap}}. }}
}}
{{tr
| {{td| {{as}} |dark=1}}
  {{td| {{ent|LightmappedGeneric}}<br>{{ent|WorldVertexTransition}} }}
  {{td| Mode 6 is not supported.<br>
Mode 7 does not work with {{ent|$bumpmap2}}, {{ent|$softedges}} and {{ent|$blendmodulatetexture}}. }}
}}
{{tr
| {{td| {{l4d2}} |dark=1}}
  {{td| All shaders }}
  {{td| Modes 1, 4, 6, 9, and 10 are not supported. }}
}}
}}
{{note|Blend modes 5 and 6 are applied after lighting. Blend mode 10 is applied during lighting. All other blend modes are applied before lighting.}}
}}
}}
}}
{{MatParamDef|$detailtint|RGB matrix|Color tint of the detail texture.
{{Bug
| In {{src13}} {{tf2}} {{as}} {{csgo}} On {{ent|VertexLitGeneric}}. Does not work with {{ent|$bumpmap}} or {{ent|$phong}}}}
{{Bug|Does not work with {{ent|$blendtintbybasealpha}}<br>
{{Todo|Verify which games this is broken in ( Works in {{l4d2}} {{tf2}} {{portal2}} {{csgo}} {{as}} and {{src13}} ).}}
}}
}}


: How to combine the detail material with the albedo.
{{MatParamDef|$detailframe|int|dx9=1|The frame to start an animated <code>$detail</code> texture on.}}
{{MatParamDef|$detail_alpha_mask_base_texture|bool|removed={{csgo}}|{{ent|WorldVertexTransition}} only. When enabled, causes the level of detail alpha to determine "base texture blending."{{ModernImportant|Since '''at minimum''' {{src13}} this parameter does not actually do anything!}}}}
<br>
=== {{csgo}} <tt>WorldVertexTransition</tt> Parameters ===
{{Confirm|are these limited to {{csgo}}, or are they in some/all {{csgobranch}}–branch games?}}


There are 12 different detail blend methods that can be used.
{{MatParamDef|$detail2|texture|only={{csgo}}|shaders=WorldVertexTransition|
The blend modes are implemented in <code>stdshaders/common_ps_fx.h</code>.
Detail texture for {{ent|WorldVertexTransition}}'s second layer.
{{Note|{{ent|LightmappedGeneric}} technically has support for these parameters and other <code>WorldVertexTransition</code> parameters, but they may not work as expected.}}
{{Note|There is no <code>$detailtransform2</code>, the Shader will use {{ent|$basetexturetransform2}} instead! }}
{{ModernImportant|Requires both <code>$detail</code> and <code>$basetexture2</code> to be present!}}
{{Bug|Cannot be used with <code>$detailblendmode "9"</code>.}}
}}


;*0 = DecalModulate
{{MatParamDef|$detailscale2|float|Detail scale for <tt>$detail2</tt>.|only={{csgo}}|shaders=WorldVertexTransition}}
: This functions the same as the [[DecalModulate]] shader - colors below 128 darken the image, colors above lighten the image.
{{MatParamDef|$detailblendfactor2|normal|Detail blend factor for <tt>$detail2</tt>. {{Note|<code>$detailblendfactor</code> and <code>$detailblendfactor2</code> are blended together before combining with the basetexture.}}|only={{csgo}}|shaders=WorldVertexTransition}}
;*1 = Additive
{{MatParamDef|$detailframe2|int|The frame to start an animated <code>$detail2</code> texture on.|only={{csgo}}|shaders=WorldVertexTransition}}
: The color of the detail texture is added to the base texture. This is the same as [[$additive]].
{{MatParamDef|$detailtint2|RGB matrix|Color tint for <tt>$detail2</tt>.|only={{csgo}}|shaders=WorldVertexTransition}}
<br>
=== {{csgo}}{{portal2}} <tt>SolidEnergy</tt> Parameters ===
{{Todo|Confirm if all of this information is actually true for {{portal2}}}}


;*2 = Translucent Detail
{{ModernConfirm|Is {{ent|SolidEnergy}} available in {{csgobranch}}–branch games?}}
: The detail texture is applied as a translucent overlay on top of the base texture.


;*3 = Blend Factor Fade
{{Note|$detail1tint and $detail2tint do not exist on this Shader, they are missing in this list intentionally!}}
: The detail texture is applied as a transulcent overlay, but ignoring its alpha channel. Instead the blend factor is used to determine how much of the base texture shows through underneath.
;*4 = Translucent Base
: This effectively flips the normal layering of the two textures. The detail texture appears "below", with the base alpha channel controlling it as a translucent overlay. The detail alpha channel controls the overall material alpha - for translucency, masking or other uses.
;*5 = Unlit Additive
: The color of the detail texture is added to the base texture identically to mode 1, but this color is unaffected by lighting and therefore appears to glow.
;*6 = Unlit Additive Threshold Fade
: This adds color unnaffected by lighting like mode 5, but first modifies the colour added in two modes, depending on if the blend factor is above or below 0.5. {{todo|Screenshots of how this appears.}}
;*7 = Two-Pattern DecalModulate
: Only the red and alpha channels of the detail texture are used. This operates like the [[DecalModulate]] shader or blend mode 0, but the base alpha channel fades between using the red (0) or alpha (255) detail channel as the modulation source. This effectively allows two detail materials, although both are greyscale.
;*8 = Multiply
: The color of the base channel is multiplied by that of the detail texture.
::{{bug|Not compatible with [[$phong]] due to missing shader combinations.}}
;*9 = Base Mask via Detail Alpha
: Only the detail alpha channel is used. It is multiplied with the base alpha channel to produce the final alpha value.
;*10 = Self-Shadowed Bumpmap
: The detail texture is used as a (possibly additional) [[$ssbump]] bumpmap. The blend factor is ignored.
: {{Note|You can use this to get a standard bumpmap and a self-shadowing bumpmap on the same material. However, this is expensive and should be used very sparingly.}}
;*11 = SSBump Albedo
: Unknown function, used internally. The comment says, "shader does the magic here - no user needs to specify mode 11".
;*12+
: Any other values will disable the detail effect.


=== <code>$detailtint "<[[RGB]] matrix>"</code> ===
{{ModernImportant|<code>$detail</code> has very similar parameter names, but they are not the same! }}


: Modifies the colour of the detail texture. See [[$color]] for proper syntax.
{{MatParamDef|$detail1|texture|only={{csgo}}{{portal2}}|shaders=SolidEnergy|Detail texture for {{ent|SolidEnergy}}'s second layer.}}
;
{{MatParamDef|$detail1blendmode|int|only={{csgo}}{{portal2}}|shaders=SolidEnergy|
=== <code>$detailframe <int></code> ===
How to combine the detail material with the albedo.
 
There are 2 different detail blend methods that can be used.
: The frame to start animated detail texture on. Requires DX9.
{{Table
;
| {{tr
=== <code>$detail_alpha_mask_base_texture <[[bool]]></code> ===
| {{th|Mode}} {{th|Effect}} {{th|Description}}
 
}}
: <code>[[WorldVertexTransition]]</code> only. When enabled, causes the level of detail alpha to determine "base texture blending". {{todo|''Which'' base texture? Is this actually fully implemented?}}
{{tr
 
| {{td|0|align=center|dark=1}}
== Valve's detail textures ==
  {{td|DecalModulate}}
  {{td|This functions the same as the {{ent|DecalModulate}} shader—colors below 128 darken the image, colors above lighten the image.}}
}}
{{tr
| {{td|1|align=center|dark=1}}
  {{td|Multiply}}
  {{td|$basetexture is multiplied by $detail1, Alpha of the $basetexture controls the strength of the effect. Black parts have full multiplication, White parts have no multiplication.}}
}}
}}
}}
{{MatParamDef|$detail1scale|float|Detail scale for <tt>$detail2</tt>. {{Note| Does not appear to do anything.}}|only={{csgo}}{{portal2}}|shaders=SolidEnergy}}
{{MatParamDef|$detail1blendfactor|float|Detail blend factor for <tt>$detail2</tt>. {{Note| Does not appear to do anything.}}|only={{csgo}}{{portal2}}|shaders=SolidEnergy}}
{{MatParamDef|$detail1frame|int|only={{csgo}}{{portal2}}|shaders=SolidEnergy|The frame to start an animated <code>$detail1</code> texture on.
{{ModernImportant|{{csgo}}s {{ent|WorldVertexTransition}} Shader has very similar <code>$detail2</code> parameter names, but they are not the same!}}}}
{{MatParamDef|$detail2|texture|only={{csgo}}{{portal2}}|shaders=SolidEnergy|Detail texture for {{ent|SolidEnergy}}'s third layer.}}
{{MatParamDef|$detail2blendmode|int|only={{csgo}}{{portal2}}|shaders=SolidEnergy|
How to combine the detail material with the albedo.
:There are 2 different detail blend methods that can be used.
{{Table
| {{tr
| {{th|Mode}} {{th|Effect}} {{th|Description}}
}}
{{tr
| {{td|0|align=center|dark=1}}
  {{td|Additive}}
  {{td|Adds $detail2 onto the $basetexture. {{Note|When using a $detail1, $detail2 will first be multiplied by $detail2!}}}}
}}
{{tr
| {{td|1|align=center|dark=1}}
  {{td|Multiply}}
  {{td|$basetexture is multiplied by $detail2. {{Note|There is no way to control the strength of the effect.}}}}
}}
}}
}}
{{MatParamDef|$detail2scale|float|Detail scale for <tt>$detail2</tt>. {{Note| Does not appear to do anything.}}|only={{csgo}}{{portal2}}|shaders=SolidEnergy}}
{{MatParamDef|$detail2blendfactor|float|Detail blend factor for <tt>$detail2</tt>. {{Note| Does not appear to do anything.}}|only={{csgo}}{{portal2}}|shaders=SolidEnergy}}
{{MatParamDef|$detail2frame|int|The frame to start an animated <code>$detail2</code> texture on.|only={{csgo}}{{portal2}}|shaders=SolidEnergy}}


== Valve's Detail Textures ==
Valve's stock detail textures (available in OB only) are best used with the following pre-configured values:
Valve's stock detail textures (available in OB only) are best used with the following pre-configured values:


Line 102: Line 296:
  $detailblendmode 0
  $detailblendmode 0


The below parameters come from <code>models\props_forest\LadderWood.vmt</code>
The below parameters come from <tt>models\props_forest\LadderWood.vmt</tt>. It is the '''only''' Valve Stock texture VMT file to use this particular detail texture. Because the detail texture (<tt>detail\wood_detail_01</tt>) is a high resolution (1024×1024), the <code>$detailscale</code> is lower than the others, with the exception of <tt>rock_detail_01</tt>.
It is the <b>only</b> Valve Stock texture VMT file to use this particular detail texture.  
Because the detail texture (<code>detail\wood_detail_01</code>) is a high resolution (<code>1024x1024</code>), the <code>$detailscale</code> is lower than the others. With the exception of '''<code>rock_detail_01</code>'''.


  $detail detail\'''wood_detail_01'''
  $detail detail\'''wood_detail_01'''
Line 111: Line 303:
  $detailblendmode 0
  $detailblendmode 0


Additionally, there are 2 other stock detail textures. <code>detail\detailash001a</code> and <code>detail\detaildirt001a</code>.
Additionally, there are 2 other stock detail textures. {{Code|detail\detailash001a}} and {{Code|detail\detaildirt001a}}. These files were used in the "leaked" version of {{hl2|2}} and in {{hl2ep1|2}} using the following parameters.


These files were used in the "leaked" version of Half-Life 2 & in Half-Life 2: Episode One using the following parameters;
{{Code|Concrete/concretefloor009a}} in ''Episode One'' materials:
 
(<code>Concrete/concretefloor009a</code> in Episode One materials)


  $detail detail/'''detaildirt001a'''
  $detail detail/'''detaildirt001a'''
  $detailscale 0.27
  $detailscale 0.27


(<code>Metal/metalfloor005a</code> in Episode One materials)
{{Code|Metal/metalfloor005a}} in ''Episode One'' materials:


  $detail detail/'''detailash001a'''
  $detail detail/'''detailash001a'''
  $detailscale 0.50
  $detailscale 0.50


[[Category:List of Shader Parameters|D]]
== See also ==
[https://web.archive.org/web/20191215081655/https://blog.maxofs2d.net/post/83154062767/hiding-large-scale-tiling-with-detail-textures Hiding large-scale tiling with detail textures] - How to make texture repeating less noticeable using $detail
 
[[Category:Shader parameters|d]]

Latest revision as of 07:10, 3 September 2025

English (en)Français (fr)中文 (zh)Translate (Translate)
edit
A detail texture (noise_detail_01), and its effect when applied to a material (brickwall031a).

$detail is a material shader parameter available in all Source Source games. It specifies a texture which Source will use to add high-resolution detail to a material when it is viewed up close, by darkening or lightening the diffuse appropriately, depending on the $detailblendmode. You can also use a full color (as opposed to grayscale) image and blend it using $detailblendmode 2. It is very effective for increasing the apparent resolution of a texture, and was used extensively in Half-Life 2: Episode Two Half-Life 2: Episode Two, as well as Portal 2 Portal 2 for the white tile textures's bumps.

Icon-Bug.pngBug: $detail textures do not work in conjunction with some parameters:   [todo tested in ?]
Note.pngNote:
Todo:  Document issues from other branches of source.
Confirm: Things that don't work in Alien Swarm, usually don't work in Left 4 Dead either. And vice versa. But it'd be better if someone could confirm this.
Icon-Bug.pngBug:Using $detail with $blendmodulatetexture will cause a graphical issue (stripes over the surface), only works correctly in Counter-Strike: Global Offensive and Garry's Mod.   (tested in: Team Fortress 2)

Syntax

$detail <texture>

You will probably want to use at least $detailscale (see below) as well.

Parameters and Effects

Rotates, scales, etc. the detail texture.
The default position is center .5 .5 scale 1 1 rotate 0 translate 0 0.
  1. center defines the point of rotation. Only useful if rotate is being used.
  2. scale fits the texture into the material the given number of times. 2 1 is a 50% scale in the horizontal X axis while the vertical Y axis is still at original scale.
  3. rotate rotates the texture counter-clockwise in degrees. Accepts any number, including negatives.
  4. translate shifts the texture by the given numbers. .5 will shift it half-way. 1 will shift it once completely over, which is the same as not moving it at all.
Note.pngNote:All values must be included!
Icon-Bug.pngBug: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 ?]
Icon-Bug.pngBug: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 ?]
Icon-Bug.pngBug:This parameter does not exist for LightmappedGeneric, WorldVertexTransition, LightmappedTwoTexture, WorldTwoTextureBlend, and (only in Counter-Strike: Global Offensive) Lightmapped_4WayBlend.  [todo tested in ?]
Icon-Bug.pngBug:Does not work with $treesway.  [todo tested in ?]
Note.pngNote:(only in Strata Source) For the PBR (Strata shader), this parameter is called $detailtransform.
Fits the detail texture onto the material the given number of times (default = 4). Generally used instead of $detailtexturetransform with a value of around 7 or 8 for a 128px detail texture. To independently scale the X and Y coordinates, place your values in brackets: $detailscale "[ 4 8 ]"
Controls the amount that the detail texture affects the base texture. The precise use of this depends on the blend mode; in most cases it acts similarly to $alpha. A value of 0 usually makes the detail texture have no effect, whilst a value of 1 applies the full effect.
Icon-Bug.pngBug:Nonfunctional for $detailblendmodes 1 or 5 on UnlitGeneric  (tested in: Day of Defeat: Source)
How to combine the detail material with the diffuse or albedo.
There are 12 different detail blend methods that can be used, although not all modes are available with all shaders (see below).
The blend modes are implemented in 🖿stdshaders/common_ps_fxc.h.
Blend modes in L4D2, factor .8 (Left to right modes 0 to 11, base texture only and detail only. Top row detail opacity 100%, bottom 50%).
Icon-Important.pngImportant:Listed below are limitations which apply to the various modes for specific games and shaders. Using a non-supported Blendmode can/will result in "Missing Shader Combo" errors flooding the console. The material will not render!
Note.pngNote:Blend modes 5 and 6 are applied after lighting. Blend mode 10 is applied during lighting. All other blend modes are applied before lighting.
Color tint of the detail texture.
Icon-Bug.pngBug: In Source 2013 Team Fortress 2 Alien Swarm Counter-Strike: Global Offensive On VertexLitGeneric. Does not work with $bumpmap or $phong  [todo tested in ?]
Icon-Bug.pngBug:Does not work with $blendtintbybasealpha
Todo: Verify which games this is broken in ( Works in Left 4 Dead 2 Team Fortress 2 Portal 2 Counter-Strike: Global Offensive Alien Swarm and Source 2013 ).
  [todo tested in ?]
$detailframe <integer> (DX9 SM2)
The frame to start an animated $detail texture on.
WorldVertexTransition only. When enabled, causes the level of detail alpha to determine "base texture blending."
Icon-Important.pngImportant:Since at minimum Source 2013 this parameter does not actually do anything!


Counter-Strike: Global Offensive WorldVertexTransition Parameters

Confirm:are these limited to Counter-Strike: Global Offensive, or are they in some/all CS:GO engine branch–branch games?
$detail2 <texture> (only in Counter-Strike: Global Offensive)
Shader(s): WorldVertexTransition
Detail texture for WorldVertexTransition's second layer.
Note.pngNote:LightmappedGeneric technically has support for these parameters and other WorldVertexTransition parameters, but they may not work as expected.
Note.pngNote:There is no $detailtransform2, the Shader will use $basetexturetransform2 instead!
Icon-Important.pngImportant:Requires both $detail and $basetexture2 to be present!
Icon-Bug.pngBug:Cannot be used with $detailblendmode "9".  [todo tested in ?]
$detailscale2 <float> (only in Counter-Strike: Global Offensive)
Shader(s): WorldVertexTransition
Detail scale for $detail2.
$detailblendfactor2 <normal> (only in Counter-Strike: Global Offensive)
Shader(s): WorldVertexTransition
Detail blend factor for $detail2.
Note.pngNote:$detailblendfactor and $detailblendfactor2 are blended together before combining with the basetexture.
$detailframe2 <integer> (only in Counter-Strike: Global Offensive)
Shader(s): WorldVertexTransition
The frame to start an animated $detail2 texture on.
$detailtint2 <RGB matrix> (only in Counter-Strike: Global Offensive)
Shader(s): WorldVertexTransition
Color tint for $detail2.


Counter-Strike: Global OffensivePortal 2 SolidEnergy Parameters

Todo: Confirm if all of this information is actually true for Portal 2
Confirm:Is SolidEnergy available in CS:GO engine branch–branch games?
Note.pngNote:$detail1tint and $detail2tint do not exist on this Shader, they are missing in this list intentionally!
Icon-Important.pngImportant:$detail has very similar parameter names, but they are not the same!
$detail1 <texture> (only in Counter-Strike: Global OffensivePortal 2)
Shader(s): SolidEnergy
Detail texture for SolidEnergy's second layer.
$detail1blendmode <integer> (only in Counter-Strike: Global OffensivePortal 2)
Shader(s): SolidEnergy
How to combine the detail material with the albedo.

There are 2 different detail blend methods that can be used.

$detail1scale <float> (only in Counter-Strike: Global OffensivePortal 2)
Shader(s): SolidEnergy
Detail scale for $detail2.
Note.pngNote: Does not appear to do anything.
$detail1blendfactor <float> (only in Counter-Strike: Global OffensivePortal 2)
Shader(s): SolidEnergy
Detail blend factor for $detail2.
Note.pngNote: Does not appear to do anything.
$detail1frame <integer> (only in Counter-Strike: Global OffensivePortal 2)
Shader(s): SolidEnergy
The frame to start an animated $detail1 texture on.
Icon-Important.pngImportant:Counter-Strike: Global Offensives WorldVertexTransition Shader has very similar $detail2 parameter names, but they are not the same!
$detail2 <texture> (only in Counter-Strike: Global OffensivePortal 2)
Shader(s): SolidEnergy
Detail texture for SolidEnergy's third layer.
$detail2blendmode <integer> (only in Counter-Strike: Global OffensivePortal 2)
Shader(s): SolidEnergy
How to combine the detail material with the albedo.
There are 2 different detail blend methods that can be used.
$detail2scale <float> (only in Counter-Strike: Global OffensivePortal 2)
Shader(s): SolidEnergy
Detail scale for $detail2.
Note.pngNote: Does not appear to do anything.
$detail2blendfactor <float> (only in Counter-Strike: Global OffensivePortal 2)
Shader(s): SolidEnergy
Detail blend factor for $detail2.
Note.pngNote: Does not appear to do anything.
$detail2frame <integer> (only in Counter-Strike: Global OffensivePortal 2)
Shader(s): SolidEnergy
The frame to start an animated $detail2 texture on.

Valve's Detail Textures

Valve's stock detail textures (available in OB only) are best used with the following pre-configured values:

$detail detail\noise_detail_01 // e.g. for brickwork, concrete...
$detailscale 7.74
$detailblendfactor 0.8
$detailblendmode 0
$detail detail\metal_detail_01
$detailscale 4.283
$detailblendfactor .65
$detailblendmode 0
$detail detail\rock_detail_01
$detailscale 11
$detailblendfactor 1
$detailblendmode 0
$detail detail\plaster_detail_01
$detailscale 6.783
$detailblendfactor .8
$detailblendmode 0

The below parameters come from models\props_forest\LadderWood.vmt. It is the only Valve Stock texture VMT file to use this particular detail texture. Because the detail texture (detail\wood_detail_01) is a high resolution (1024×1024), the $detailscale is lower than the others, with the exception of rock_detail_01.

$detail detail\wood_detail_01
$detailscale 2.563
$detailblendfactor .8
$detailblendmode 0

Additionally, there are 2 other stock detail textures. detail\detailash001a and detail\detaildirt001a. These files were used in the "leaked" version of Half-Life 2 Half-Life 2 and in Half-Life 2: Episode One Half-Life 2: Episode One using the following parameters.

Concrete/concretefloor009a in Episode One materials:

$detail detail/detaildirt001a
$detailscale 0.27

Metal/metalfloor005a in Episode One materials:

$detail detail/detailash001a
$detailscale 0.50

See also

Hiding large-scale tiling with detail textures - How to make texture repeating less noticeable using $detail