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 Warning:
Warning: . Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.
. Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.
 Note:
Note:
		
	
| Deprecated (talk | contribs)  (Documented normal map blending from CSGO, removed $bumpoffset as it doesn't seem to exist, misc fixes) | Deprecated (talk | contribs)   (Changed to use Shaderparam and MatParam templates) | ||
| Line 2: | Line 2: | ||
| [[Image:Example of bump mapping.jpg|thumb|The above material in-game.]] | [[Image:Example of bump mapping.jpg|thumb|The above material in-game.]] | ||
| {{Shaderparam|$bumpmap}} It specifies a [[texture]] that will provide three-dimensional lighting information for a material. The texture is a [[bump map]], but the process it is used for is called [[Wikipedia:Normal mapping|normal mapping]]. The two terms are often used interchangeably, however. | |||
| {{warning|<code>$bumpmap</code> will disable <code>[[prop_static]]</code>'s per-vertex lighting in every Source game but {{csgo}}. Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.}} | {{warning|<code>$bumpmap</code> will disable <code>[[prop_static]]</code>'s per-vertex lighting in every Source game but {{csgo}}. Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.}} | ||
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| ==Additional parameters== | ==Additional parameters== | ||
| {{MatParam|$bumptransform|matrix|Transforms the bump map texture. {{todo|Does this actually require DX9? Present in DX8 fallback shaders.}} | |||
| {{VMT UVtransform}}|dx9=1}} | |||
| {{VMT UVtransform}} | {{MatParam|[[$ssbump]]|bool|Flags the bump map texture as being self-shadowing. Click for more details.|since=EP2}} | ||
| {{MatParam|$bumpscale|float|Scales the bump map by the given value in DirectX 8. {{Todo|Does this actually exist? Seemingly not present in DX8 fallback shaders.}}|dx8=1}} | |||
| {{MatParam|$bumpframe|int|The frame to start an animated bump map on.}} | |||
| {{MatParam|$nodiffusebumplighting|bool|Stops the bump map affecting the lighting of the material's [[albedo]], which help combat [[Material optimization#Overdraw|overdraw]]. Does not affect the [[specular]] map. | |||
| : {{bug|Does not function in Orange Box builds and later.}}}} | |||
| {{MatParam|$forcebump|bool|If 0, use bumpmapping if the card says it can handle it. If 1, always force bumpmapping on.|dx8=1}} | |||
| {{MatParam|$addbumpmaps|bool|Enables the usage and blending of two bump maps together for <code>[[LightmappedGeneric]]</code>.|since=CSGO}} | |||
| {{MatParam|$bumpmap2|texture|The second bump map to use, for either <code>[[WorldVertexTransition]]</code> or for <code>LightmappedGeneric</code> in {{csgo}} for bump map blending.|dx9=1}} | |||
| {{MatParam|$bumpframe2|int|Same as <code>$bumpframe</code>, but for the second bump map.|dx9=1}} | |||
| : {{bug|Does not function in Orange Box builds and later.}} | {{MatParam|$bumptransform2|matrix|Same as <code>$bumptransform</code>, but for the second bump map. | ||
| : {{Note|<code>[[$detail]]</code> used with <code>$detailscale</code> will override this on <code>LightmappedGeneric</code>.}}|dx9=1}} | |||
| {{MatParam|$bumpdetailscale1|normal|The strength of the first bumpmap, used for bump map blending.|since=CSGO}} | |||
| {{MatParam|$bumpdetailscale2|normal|The strength of the second bumpmap, used for bump map blending.|since=CSGO}} | |||
| : {{Note|<code>[[$detail]]</code> used with <code>$detailscale</code> will override this on <code>LightmappedGeneric</code>.}} | |||
| ==Console commands== | ==Console commands== | ||
Revision as of 08:49, 26 June 2019
 
  A material's albedo (left) compared to its bump map.
Template:Shaderparam It specifies a texture that will provide three-dimensional lighting information for a material. The texture is a bump map, but the process it is used for is called normal mapping. The two terms are often used interchangeably, however.
 Warning:
Warning:$bumpmap will disable prop_static's per-vertex lighting in every Source game but  . Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.
. Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back. Note:
Note:
Basic syntax
LightmappedGeneric
{
	$basetexture	brick/brickwall021a
	$surfaceprop	brick
	$bumpmap		brick/brickwall021a_normal
}
Additional parameters
$bumptransform
[[$ssbump|$ssbump]]
$bumpscale
$bumpframe
$nodiffusebumplighting
$forcebump
$addbumpmaps
$bumpmap2
$bumpframe2
$bumptransform2
$bumpdetailscale1
$bumpdetailscale2
Console commands
- mat_fastnobump <bool>
- Quickly enables/disabled normal mapping.
- mat_normalmaps <bool>
- Displays the bump map texture of all materials that have one in place of their albedo.
(Yes, these two commands have bump and normal the wrong way around!)
