$basetexture: Difference between revisions

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(Removed the $basetextureoffset/scale parameters, as they're apparently only used by the Shadow shader)
(Added Template:Game link usage; mentioned Mapbase fix)
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Some shaders (most notably [[WorldVertexTransition]]) allow the use of two albedos. The second texture is handled by a mirrored set of commands with '2' in their name:
Some shaders (most notably [[WorldVertexTransition]]) allow the use of two albedos. The second texture is handled by a mirrored set of commands with '2' in their name:
{{MatParam|$basetexture2|texture}}
{{MatParam|$basetexture2|texture}}
{{MatParam|$basetexturetransform2|matrix|{{bug|<code>$basetexturetransform2</code> doesn't exist in the DX9 version of WorldVertexTransition, only working with the DX8 shader. In DX9, <code>$basetexture2</code> will instead move with the original <code>$basetexturetransform</code> in sync with <code>$basetexture</code>. This is the case in Source 2007, Source 2013, and Alien Swarm. Other games have not been tested.}}}}
{{MatParam|$basetexturetransform2|matrix|{{bugfix|<code>$basetexturetransform2</code> doesn't exist in the DX9 version of WorldVertexTransition, only working with the DX8 shader. In DX9, <code>$basetexture2</code> will instead move with the original <code>$basetexturetransform</code> in sync with <code>$basetexture</code>. This is the case in {{Game link|Source 2007}}, {{Game link|Source 2013}}, and {{Game link|Alien Swarm}}. Other games have not been tested.|{{Game link|Mapbase}} adds support for <code>$basetexturetransform2</code> in Source 2013. The specific code can be found [https://github.com/mapbase-source/source-sdk-2013 on its repository] in the [[LightmappedGeneric]] shader files.|code}}}}
{{MatParam|$frame2|int}}
{{MatParam|$frame2|int}}



Revision as of 20:29, 24 December 2019

Template:Otherlang2 Template:Shaderparam It defines an albedo texture. It is very rare for a material not to use this parameter and some shaders will load a default texture if it stays undefined.

VMT syntax

$basetexture	<texture without extension, relative to <game>\materials\>
LightmappedGeneric
{
	$basetexture	brick\brickwall031b
}

Additional parameters

$basetexturetransform $frame

$basetexture2

Some shaders (most notably WorldVertexTransition) allow the use of two albedos. The second texture is handled by a mirrored set of commands with '2' in their name: $basetexture2 $basetexturetransform2 $frame2

There are further '2' commands applying to various shader effects, which are each documented in their respective articles.

See Also