UnlitTwoTexture: Difference between revisions

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(Basic documentation of SOME Parameters)
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* Two base textures are multiplied together and can be [[Material proxies|transformed]] independently. (Just like the [http://en.wikipedia.org/wiki/Blend_modes#Multiply Multiply] blending mode in typical image editors.)
* Two base textures are multiplied together and can be [[Material proxies|transformed]] independently. (Just like the [http://en.wikipedia.org/wiki/Blend_modes#Multiply Multiply] blending mode in typical image editors.)
* Unrelated to [[WorldVertexTransition]], which is used for making alpha fading transitions between two base textures on displacements.
* Unrelated to [[WorldVertexTransition]], which is used for making alpha fading transitions between two base textures on displacements.
{{confirm|Does this Shader work on brushes?}}


[[Category:Shaders]]
[[Category:Shaders]]


== Parameters ==
{{todo|Does this Shader work with {{ent|$color}} and/or {{ent|$color2}}?}}
{{MatParam|$texture2|texture|}}
Second Texture that is used in different ways depending on which effects are used.<br>
By default <code>$basetexture</code> will be multiplied with <code>$texture2</code>.<br>
{{note|First texture is applied via {{ent|$basetexture}}.}}<br>
{{MatParam|$texture2transform|matrix|Transforms the texture before use in the material. {{VMT UVtransform}} }}
{{MatParam|$frame2|int|The frame to start an animated <code>$texture2</code> on.}}
<br>
{{MatParam|$beachfoam|bool|Introduced with Dangerzone, adds animated wave-like effects using a special texture|only={{csgo}}}}
{{important|This parameter is intended to be used with {{ent|$additive}}.}}
On the Dangerzone Wave Model, both <code>$texture2</code> and <code>$basetexture</code> use the 'Beachwaves' Texture.
{{todo|Do both Parameters need to use the same Texture?}}
The 'Beachwaves' Texture uses the RGB channels for different purposes.
<small>{{todo|Find a better Name for the Texture...}}</small>
* Red Channel : Waves Albedo Texture
{{todo|Can this be tinted using $color/$color2?}}
* Green Channel : Distortion/Noise for the Red Channel
* Blue Channel : Distortion/Noise for the Red Channel
{{todo|Further documentation required.}}
<br>
<br>
{{MatParam|$CrosshairMode|bool| Enables "Crosshair mode" using <code>$basetexture</code> for the Crosshair|only={{csgo}}}}
<code>$texture2</code> is used for a framebuffer texture.<br>
The result will be blended between <code>Crosshair Texture + CrosshairTint</code> and <code>Crosshair Texture * CrosshairTint</code> using <code>Average Luminance of $texture2 * $CrosshairColorAdapt</code>
{{MatParam|$CrosshairTint|RGB matrix| Tints the <code>$basetexture</code> when using <code>$CrosshairMode</code>|only={{csgo}}}}
{{MatParam|$CrosshairColorAdapt|float|Used for multiplying the average Luminance of <code>$texture2</code> <br>{{note|Default Value <code>"0.4"</code>}}|only={{csgo}}}}
<br>
<br>
===E.G.===
===E.G.===
Stock .vmt
Stock .vmt
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}
}


}
</syntaxhighlight>
{{csgo}} models/props/hr_massive/beachwaves/beachwaves.vmt
<syntaxhighlight>
UnlitTwoTexture
{
    "$beachfoam"  "1"
    "$basetexture" "models/props/hr_massive/beachwaves/beachwaves"
    "$texture2"    "models/props/hr_massive/beachwaves/beachwaves"
    "$additive"    "1"
}
}
</syntaxhighlight>
</syntaxhighlight>

Revision as of 11:01, 16 February 2023

  • Two base textures are multiplied together and can be transformed independently. (Just like the Multiply blending mode in typical image editors.)
  • Unrelated to WorldVertexTransition, which is used for making alpha fading transitions between two base textures on displacements.
Confirm:Does this Shader work on brushes?

Parameters

Todo: Does this Shader work with $color and/or $color2?

$texture2 Second Texture that is used in different ways depending on which effects are used.
By default $basetexture will be multiplied with $texture2.

Note.pngNote:First texture is applied via $basetexture.


$texture2transform $frame2
$beachfoam

Icon-Important.pngImportant:This parameter is intended to be used with $additive.

On the Dangerzone Wave Model, both $texture2 and $basetexture use the 'Beachwaves' Texture.

Todo: Do both Parameters need to use the same Texture?

The 'Beachwaves' Texture uses the RGB channels for different purposes.

Todo: Find a better Name for the Texture...
  • Red Channel : Waves Albedo Texture
Todo: Can this be tinted using $color/$color2?
  • Green Channel : Distortion/Noise for the Red Channel
  • Blue Channel : Distortion/Noise for the Red Channel
Todo: Further documentation required.



$CrosshairMode $texture2 is used for a framebuffer texture.
The result will be blended between Crosshair Texture + CrosshairTint and Crosshair Texture * CrosshairTint using Average Luminance of $texture2 * $CrosshairColorAdapt $CrosshairTint $CrosshairColorAdapt

E.G.

Stock .vmt hl2/materials/models/props_combine/portalball001_sheet.vmt

"UnlitTwoTexture"
{
	"$basetexture" "models/props_combine/portalball001_sheet"
	"$texture2" "models/props_combine/portalball001b_sheet"
 	"$model" 1
	"$nocull" "1"
	"$additive" "1"
	"Proxies"
	{

		"TextureScroll"
		{
			"texturescrollvar" "$texture2transform"
			"texturescrollrate" -.2
			"texturescrollangle" 60
		}
	}

}

Counter-Strike: Global Offensive models/props/hr_massive/beachwaves/beachwaves.vmt

UnlitTwoTexture
{
    "$beachfoam"   "1"
    "$basetexture" "models/props/hr_massive/beachwaves/beachwaves"
    "$texture2"    "models/props/hr_massive/beachwaves/beachwaves"
    "$additive"    "1"
}

See also