Lightmapped 4WayBlend: Difference between revisions
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Note:This shader only works on displacements.
Note:This shader is only available in
Counter-Strike: Global Offensive as of January 2014.
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[[File:multiblend_box.jpg|thumb|250px|The blend tools inside the displacement sculpt window.]] | |||
'''<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. | '''<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 [[ | The pattern of the blend is defined by Hammer's sculpt window blend tool (shown in the picture on the right). The texture preview in Hammer requires you to set up additional [[VMT]] files for each texture to show up in the dialog. Those are '''not''' used by the shader itself. | ||
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 '''only''' works on displacements.}} | ||
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*<code>[[LightmappedGeneric]]</code> | *<code>[[LightmappedGeneric]]</code> | ||
*<code>[[WorldVertexTransition]]</code> | *<code>[[WorldVertexTransition]]</code> | ||
*<code>[[Multiblend]]</code> | |||
[[Category:Shaders]] | [[Category:Shaders]] |
Revision as of 15:58, 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 sculpt window blend tool (shown in the picture on the right). The texture preview in Hammer requires you to set up additional VMT files for each texture to show up in the dialog. Those are not used by the shader itself.
The blend can be tuned between being a linear gradient and a more realistic look using the luminance of each basetexture adjusted by parameters.



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:
$basetexture2
$texture2_uvscale
$texture2_lumstart
$texture2_lumend
$texture2_blendstart
$texture2_blendend
$basetexture3
$texture3_blendmode
$texture3_uvscale
$texture3_lumstart
$texture3_lumend
$texture3_blendstart
$texture3_blendend
$basetexture4
$texture4_blendmode
$texture4_uvscale
$texture4_lumstart
$texture4_lumend
$texture4_blendstart
$texture4_blendend