$multipass: Difference between revisions
		
		
		
		
		
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| Kestrelguy (talk | contribs)  (added language bar. is a stub.) | CHILLMODEA (talk | contribs)   (rewrite Template:lang to Template:LanguageBar) | ||
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| {{ | {{LanguageBar|$multipass}} | ||
| {{stub}} | {{stub}} | ||
| {{ | {{This is a|shader parameter|name=$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]]. It 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

 
$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.
 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?
























