$decaltexture: Difference between revisions
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Bug:Using VBSP's
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{{ | {{CSGO topicon}} | ||
{{bug|Using [[VBSP]]'s -StaticPropCombine parameter appears to break this effect in some cases.}} | {{This is a|shader parameter|name=$decaltexture|game=Counter-Strike: Global Offensive}} It allows for a second UV channel to be defined for a model, allowing a decal texture to be placed on top of the base material. To use the parameter, the [[MDL]] must have been compiled from an [[FBX]] file and have a second UV channel defined. | ||
{{bug|hidetested=1|Using [[VBSP]]'s <code>-StaticPropCombine</code> parameter appears to break this effect on autocombined models in some cases.}} | |||
[[File:decaltexture.jpg|thumb|Here, each label on the crates is laid out on a separate UV channel to that of the main texture – this allows easy and efficient reuse of the same labels/decals on many different props without losing texture resolution.]] | |||
== Parameters and Effects == | == Parameters and Effects == | ||
{{ | {{MatParamDef|$decaltexture|texture|The decal texture.}} | ||
{{ | {{MatParamDef|$decalblendmode|int|Set the decal's blend mode.<ul> | ||
<li>0 - Alpha Masked<li>1 - Multiplied{{note|If set to 1, {{ent|$phong}} will not function on the material.}}<li>2 - Modulate (functions like {{ent|DecalModulate}}, or Photoshop's Overlay blend mode){{note|Mode 2 expects sRGB input, not linear. This means ~0.73 gray acts as the mid point, instead of 0.5}}<li>3 - Additive</ol> | |||
{{bug|hidetested=1|Mode 0 and 1 will not render in Hammer, however the basetexture will still render. Mode 2 and 3 will cause the model to render completely black in Hammer. It will still render correctly in game though.}} | |||
{{note|<code>$decalblendmode</code> MUST be defined in order for <code>$decaltexture</code> to work.}} }} | |||
{{MatParamDef|$modeldecalignorez|bool|If enabled, model decals will ignore depth.}} | |||
[[Category: | [[Category:Shader parameters|d]] |
Latest revision as of 11:49, 23 August 2025
$decaltexture
is a material shader parameter available in Counter-Strike: Global Offensive. It allows for a second UV channel to be defined for a model, allowing a decal texture to be placed on top of the base material. To use the parameter, the MDL must have been compiled from an FBX file and have a second UV channel defined.

-StaticPropCombine
parameter appears to break this effect on autocombined models in some cases.Parameters and Effects
The decal texture.
Set the decal's blend mode.
- 0 - Alpha Masked
- 1 - Multiplied
Note:If set to 1, $phong will not function on the material.
- 2 - Modulate (functions like DecalModulate, or Photoshop's Overlay blend mode)
Note:Mode 2 expects sRGB input, not linear. This means ~0.73 gray acts as the mid point, instead of 0.5
- 3 - Additive
Bug:Mode 0 and 1 will not render in Hammer, however the basetexture will still render. Mode 2 and 3 will cause the model to render completely black in Hammer. It will still render correctly in game though.
Note:
$decalblendmode
MUST be defined in order for$decaltexture
to work.
If enabled, model decals will ignore depth.