WorldTwoTextureBlend: Difference between revisions
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Note:Do not confuse this shader with
Tip:Effectively equivalent to
Bug:Doesn't render correctly when using flashlight and shining on any textures using this shader while radial fog is also enabled. Issues #7045 (tested in:
(de_aztec))
m (→Additional Parameters: Typo.) |
(BUG - shaders have issues when shining flashlight into them, while radial fog is also enabled.) |
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{{cleanup|Bring to standards set by other shader pages, and mention other available shader parameters (what's {{cmd|$albedo}}?) See [https://github.com/ValveSoftware/source-sdk-2013/blob/master/src/materialsystem/stdshaders/worldtwotextureblend.cpp SDK source code].}} | |||
'''{{code|WorldTwoTextureBlend}}''' is a [[lightmap]] shader used to render two [[albedo]]s at the same time with a single material. It uses the {{cmd|$detail}} command to draw the uppermost albedo (unlike the command's normal usage). {{code|$detail}} must have an [[alpha channel]] if {{cmd|$basetexture}} is to be seen! | |||
= | {{note|Do not confuse this shader with {{code|[[WorldVertexTransition]]}}, which blends between textures but does not display one above the other.}} | ||
{{ | {{tip|Effectively equivalent to {{code|$detailblendmode 2}} (working around the blend mode's incompatibility with {{code|LightmappedGeneric}} and {{code|WorldVertexTransition}}), but with fewer available parameters.}} | ||
{{Bug|Doesn't render correctly when using flashlight and shining on any textures using this shader while [[radial fog]] is also enabled. [https://github.com/ValveSoftware/Source-1-Games/issues/7045#issuecomment-3337286612 Issues #7045]|tested={{css}} (de_aztec)}} | |||
==Syntax== | |||
<pre> | |||
WorldTwoTextureBlend | |||
{ | |||
$basetexture <texture> | |||
$detail <texture with alpha channel> | |||
$detailscale <float>// Behaves normally | |||
} | |||
</pre> | |||
== | ==Supported effects== | ||
* $ | * {{cmd|$bumpmap}} (will not apply to {{code|$detail}}) | ||
* $ | * {{cmd|$translucent}} and {{cmd|$alpha}} | ||
* $ | * {{cmd|$seamless_scale}} | ||
This shader does ''not'' support {{ent|$envmap}}. | |||
==See also== | |||
* {{ent|WorldVertexTransition}} | |||
* {{ent|LightmappedGeneric}} | |||
* {{cmd|$detailscale}} | |||
* {{ent|LightmappedTwoTexture}} | |||
[[Category: | [[Category:Shaders]] | ||
Latest revision as of 00:22, 26 September 2025
This article or section needs to be cleaned up to conform to a higher standard of quality because:
Bring to standards set by other shader pages, and mention other available shader parameters (what's
For help, see the VDC Editing Help and Wikipedia cleanup process. Also, remember to check for any notes left by the tagger at this article's talk page.$albedo?) See SDK source code.WorldTwoTextureBlend is a lightmap shader used to render two albedos at the same time with a single material. It uses the $detail command to draw the uppermost albedo (unlike the command's normal usage). $detail must have an alpha channel if $basetexture is to be seen!
WorldVertexTransition, which blends between textures but does not display one above the other.$detailblendmode 2 (working around the blend mode's incompatibility with LightmappedGeneric and WorldVertexTransition), but with fewer available parameters.Syntax
WorldTwoTextureBlend
{
$basetexture <texture>
$detail <texture with alpha channel>
$detailscale <float>// Behaves normally
}
Supported effects
$bumpmap(will not apply to$detail)$translucentand$alpha$seamless_scale
This shader does not support $envmap.