WorldVertexTransition: Difference between revisions
Jump to navigation
Jump to search
Note:This shader now only works on displacements.
No edit summary |
Kinggambit (talk | contribs) |
||
| Line 28: | Line 28: | ||
* <code>[[$seamless_scale]]</code> | * <code>[[$seamless_scale]]</code> | ||
* <code>[[$bumpmap]]</code> | * <code>[[$bumpmap]]</code> | ||
* <code>[[$ssbump]]</code> (whole material only) | * <code>[[$ssbump]]</code> (whole material only '''EDIT:''' What does "whole material" mean?) | ||
* <code>[[$detail]]</code> (whole material only) | * <code>[[$detail]]</code> (whole material only) | ||
* <code>[[$envmap]]</code> | * <code>[[$envmap]]</code> | ||
Revision as of 00:19, 22 December 2016
Application without and with
$blendmodulatetexture.WorldVertexTransition is the shader used to blend the vertices of a displacement surface between two different materials. It handles two at once by using a mirrored set of parameters with "2" in their name.
The pattern of the blend is defined by Hammer's alpha painting tool. The blend is normally a linear gradient, but it can also be "stamped" by a texture specified with $blendmodulatetexture. This command makes the material look considerably better for very little cost - use it often!
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.
- The Hammer material browser won't be able to display a preview of the material unless it's given a
%tooltexture.
Supported effects
$blendmodulatetexture$seamless_scale$bumpmap$ssbump(whole material only EDIT: What does "whole material" mean?)$detail(whole material only)$envmap- Todo:
$outline? $translucentand$alpha(whole material only)