WorldVertexTransition: Difference between revisions
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Note: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
Note:Hammer's material browser won't be able to display a preview of the material unless it's given a
m (Robot: fixing template case.) |
TomEdwards (talk | contribs) |
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== Supported effects == | == Supported effects == | ||
*<code>[[$ | * <code>[[$blendmodulatetexture]]</code> | ||
*<code>[[$ | * {{TODO|<code>[[$seamless_scale]]</code>?}} | ||
*<code>[[$ | * <code>[[$bumpmap]]</code> {{TODO|and <code>[[$ssbump]]</code>?}} | ||
* | * <code>[[$detail]]</code> (whole material only) | ||
*{{TODO|<code>[[$ | * <code>[[$envmap]]</code> | ||
*<code>[[$translucent]]</code> and <code>[[$alpha]]</code> (whole material only) | * {{TODO|<code>[[$outline]]</code>?}} | ||
* <code>[[$translucent]]</code> and <code>[[$alpha]]</code> (whole material only) | |||
== See also == | == See also == |
Revision as of 10:47, 18 August 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.

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.

%tooltexture
.Supported effects
$blendmodulatetexture
- Todo:
$seamless_scale
? $bumpmap
Todo: and$ssbump
?$detail
(whole material only)$envmap
- Todo:
$outline
? $translucent
and$alpha
(whole material only)