Lightmapped 4WayBlend: Difference between revisions

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'''<code>Lightmapped_4WayBlend</code>''' is the shader used to render [[brush]]es and other [[lightmap]]ped surfaces.
'''<code>Lightmapped_4WayBlend</code>''' is the [[shader]] used to blend the vertices of a [[displacement]] surface between four different materials. It handles four at once by using mirrored sets of parameters with "2", "3", or "4" in their name.
 
The pattern of the blend is defined by Hammer's [[Displacement#Blended displacement materials (alpha channel painting)|alpha painting tool]]. The blend can be tuned between being a linear gradient and a more realistic look using the luminance of each basetexture adjusted by parameters.
 
{{note|This shader '''only''' works on displacements.}}
{{note|This shader is only available in CS:GO. }}
 
==Example==
 
Lightmapped_4WayBlend
{
$basetexture de_cbble/stone_alt/brick_a
$bumpmap de_cbble/stone_alt/brick_a_normal
 
$basetexture2 de_cbble/stone_alt/brick_a_damaged
$bumpmap2 de_cbble/stone_alt/brick_a_damaged_normals
$texture2_uvscale "[1.0 1.0]"
$texture2_lumstart 0.0
$texture2_lumend 0.8
$texture2_blendstart 0.8
$texture2_blendend 0.9
 
$basetexture3 de_cbble/stone_alt/brick_a_bottom_grime
$texture3_blendmode 0
$texture3_uvscale "[2.0 2.0]"
$texture3_lumstart 0.005
$texture3_lumend 0.05
$texture3_blendstart 0.8
$texture3_blendend 1.0
 
$basetexture4 de_cbble/stone_alt/brick_a_top_grime
$texture4_blendmode 0
$texture4_uvscale "[2.0 2.0]"
$texture4_lumstart 0.0
$texture4_lumend 0.2
$texture4_blendstart 0.90
$texture4_blendend 0.99
 
$detail "detail\noise_detail_01"
$detailscale "[ 20 20 ]"
$detailblendfactor ".7"
$detailblendfactor2 ".4"
$detailblendfactor3 ".2"
$detailblendfactor4 ".2"
}


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


The effects in [[LightmappedGeneric]] plus:
The effects supported by [[LightmappedGeneric]] plus:


*<code>[[$basetexture2]]</code>
*<code>[[$basetexture2]]</code>

Revision as of 15:17, 20 January 2014

Lightmapped_4WayBlend is the shader used to blend the vertices of a displacement surface between four different materials. It handles four at once by using mirrored sets of parameters with "2", "3", or "4" in their name.

The pattern of the blend is defined by Hammer's alpha painting tool. The blend can be tuned between being a linear gradient and a more realistic look using the luminance of each basetexture adjusted by parameters.

Note.pngNote:This shader only works on displacements.
Note.pngNote:This shader is only available in CS:GO.

Example

Lightmapped_4WayBlend
{

$basetexture de_cbble/stone_alt/brick_a $bumpmap de_cbble/stone_alt/brick_a_normal

$basetexture2 de_cbble/stone_alt/brick_a_damaged $bumpmap2 de_cbble/stone_alt/brick_a_damaged_normals $texture2_uvscale "[1.0 1.0]" $texture2_lumstart 0.0 $texture2_lumend 0.8 $texture2_blendstart 0.8 $texture2_blendend 0.9

$basetexture3 de_cbble/stone_alt/brick_a_bottom_grime $texture3_blendmode 0 $texture3_uvscale "[2.0 2.0]" $texture3_lumstart 0.005 $texture3_lumend 0.05 $texture3_blendstart 0.8 $texture3_blendend 1.0

$basetexture4 de_cbble/stone_alt/brick_a_top_grime $texture4_blendmode 0 $texture4_uvscale "[2.0 2.0]" $texture4_lumstart 0.0 $texture4_lumend 0.2 $texture4_blendstart 0.90 $texture4_blendend 0.99

$detail "detail\noise_detail_01" $detailscale "[ 20 20 ]" $detailblendfactor ".7" $detailblendfactor2 ".4" $detailblendfactor3 ".2" $detailblendfactor4 ".2"

}

Supported effects

The effects supported by LightmappedGeneric plus:

See also