WorldVertexTransition: Difference between revisions

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== Supported effects ==
== Supported effects ==


*<code>[[$bumpmap]]</code> {{todo|and <code>[[$ssbump]]</code>?}}
*<code>[[$bumpmap]]</code> {{TODO|and <code>[[$ssbump]]</code>?}}
*<code>[[$detail]]</code> (whole material only)
*<code>[[$detail]]</code> (whole material only)
*<code>[[$envmap]]</code>
*<code>[[$envmap]]</code>
*{{todo|<code>[[$outline]]</code>?}}
*{{TODO|<code>[[$outline]]</code>?}}
*{{todo|<code>[[$seamless_scale]]</code>?}}
*{{TODO|<code>[[$seamless_scale]]</code>?}}
*<code>[[$translucent]]</code> and <code>[[$alpha]]</code> (whole material only)
*<code>[[$translucent]]</code> and <code>[[$alpha]]</code> (whole material only)



Revision as of 20:16, 19 January 2009

WorldVertexTransition is the shader used to blend the vertices of a displacement surface between two different materials. It combines the two into one by using a mirrored set of shader parameters with "2" in their name.

The percentage blend of the two textures is defined by Hammer's alpha painting tool.

Note.pngNote:If a material with this shader is used on a surface that isn't a displacement, the engine will generate a warning in the console claiming that support for this is going away soon (it actually talks about WorldTwoTextureBlend, presumably WVT's predecessor). It should be noted that this warning has been there for a couple of years though - see Valve Time!

Example

WorldVertexTransition
{
	$basetexture nature/dirtfloor006a
	$surfaceprop dirt

	$basetexture2 nature/rockfloor005a
	$surfaceprop2 rock

	%tooltexture nature/blendrockgrass004a_tooltexture
}

Just about all visual effects can be selectively applied to one sub-material or the other. See the relevant articles for more details.

Note.pngNote:Hammer's material browser won't be able to display a preview of the material unless it's given a %tooltexture.

Supported effects

See also