WorldVertexTransition: Difference between revisions
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Note:This shader now only works on displacements. If used on a regular brush, VBSP will generate and pack a LightmappedGeneric version of the material automatically, discarding the secondary texture.
TeamSpen210 (talk | contribs) (VBSP automatically converts WVT to LightMappedGeneric on normal brushes) |
Deprecated (talk | contribs) (Rewrite to provide details for parameters, removed todo for $outline as this doesn't seem to be enabled for this shader, added $lightwarptexture and $selfillum information) |
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[[File:Blendmodulate.jpg|thumb|250px|Application without and with <code>[[$blendmodulatetexture]]</code>.]] | [[File:Blendmodulate.jpg|thumb|250px|Application without and with <code>[[$blendmodulatetexture]]</code>.]] | ||
'''<code>WorldVertexTransition</code>''' is | '''<code>WorldVertexTransition</code>''' is a [[material]] [[shader]] used to blend the vertices of a [[displacement]] surface between two different materials. It handles two at once by using a mirrored set of parameters with "2" in their name. | ||
The pattern of the blend is defined by Hammer's [[Displacement#Blended displacement materials (alpha channel painting)|alpha painting tool]]. The blend is normally a linear gradient, but it can also be "stamped" by a texture specified with <code>[[$blendmodulatetexture]]</code>. This command makes the material look considerably better for very little [[budget|cost]] - use it often! | The pattern of the blend is defined by Hammer's [[Displacement#Blended displacement materials (alpha channel painting)|alpha painting tool]]. The blend is normally a linear gradient, but it can also be "stamped" by a texture specified with <code>[[$blendmodulatetexture]]</code>. This command makes the material look considerably better for very little [[budget|cost]] - use it often! | ||
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} | } | ||
* | * Some visual effects can be selectively applied to one sub-material or the other. See the relevant articles for more details. | ||
* The Hammer material browser won't be able to display a preview of the material unless it's given a <code>[[%tooltexture]]</code>. | * The Hammer material browser won't be able to display a preview of the material unless it's given a <code>[[%tooltexture]]</code>. | ||
== Supported | == Supported Parameters == | ||
; <code>[[$blendmodulatetexture]]</code> | |||
: Modulate the blending between materials using a special texture. | |||
; <code>[[$bumpmap]]</code> | |||
: Bumpmapping. | |||
; <code>[[$detail]]</code> | |||
: Detail texturing. Applies the same detail texture to both materials. | |||
; <code>[[$envmap]]</code> | |||
: Specular reflections. {{todo|Might disable <code>$blendmodulatetexture</code> if both are used.}} | |||
; <code>[[$lightwarptexture]]</code> | |||
: Per-texel color modification via a warp texture. Applies the lightwarp to both materials. | |||
; <code>[[$seamless_scale]]</code> | |||
: Mitigate displacement texture stretching. | |||
; <code>[[$selfillum]]</code> | |||
: Self-illumination. Applies the self-illumination to both materials. {{todo|Might disable <code>$blendmodulatetexture</code> if both are used.}} | |||
; <code>[[$ssbump]]</code> | |||
: Self-shadowing bumpmapping. If two bumpmaps are used, both must be self-shadowing bumpmaps in order for this to work properly. | |||
; <code>[[$translucent]]</code> and <code>[[$alpha]]</code> | |||
: Expensive and cheap transparency. Applies the transparency to both materials. | |||
== See also == | == See also == | ||
* [[LightmappedGeneric]] | * [[LightmappedGeneric]], the standard shader for lightmapped surfaces. | ||
* [[Lightmapped_4WayBlend]] | * [[Lightmapped_4WayBlend]], an upgraded displacement blend shader for {{csgo}}. | ||
* [[ | * [[LightmappedTwoTexture]], a brush shader that multiplies a texture on top of another one. | ||
* [[ | * [[WorldTwoTextureBlend]], a brush shader that applies a texture on top of another one using $detail. | ||
* [[Displacement]] | * [[Displacement]], the surface type this shader is used on. | ||
[[Category:Shaders]] | [[Category:Shaders]] |
Revision as of 18:20, 12 May 2019

Application without and with
$blendmodulatetexture
.WorldVertexTransition
is a material 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 }
- Some 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 Parameters
$blendmodulatetexture
- Modulate the blending between materials using a special texture.
$bumpmap
- Bumpmapping.
$detail
- Detail texturing. Applies the same detail texture to both materials.
$envmap
- Specular reflections. Todo: Might disable
$blendmodulatetexture
if both are used. $lightwarptexture
- Per-texel color modification via a warp texture. Applies the lightwarp to both materials.
$seamless_scale
- Mitigate displacement texture stretching.
$selfillum
- Self-illumination. Applies the self-illumination to both materials. Todo: Might disable
$blendmodulatetexture
if both are used. $ssbump
- Self-shadowing bumpmapping. If two bumpmaps are used, both must be self-shadowing bumpmaps in order for this to work properly.
$translucent
and$alpha
- Expensive and cheap transparency. Applies the transparency to both materials.
See also
- LightmappedGeneric, the standard shader for lightmapped surfaces.
- Lightmapped_4WayBlend, an upgraded displacement blend shader for
.
- LightmappedTwoTexture, a brush shader that multiplies a texture on top of another one.
- WorldTwoTextureBlend, a brush shader that applies a texture on top of another one using $detail.
- Displacement, the surface type this shader is used on.