Texture Mask: Difference between revisions
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In Source 2 these two masks, are separated. | In Source 2 these two masks, are separated. | ||
== $masks1 == | |||
The '''$masks1''' texture contains the following: | |||
* '''Red channel:''' [[Detail Mask]] | |||
* '''Green channel:''' [[Diffuse Mask]] | |||
* '''Blue channel:''' [[Metalness Mask]] | |||
* '''Alpha channel:''' [[Self-illumination Mask]] | |||
== $masks2 == | |||
The '''$masks2''' texture contains the following: | |||
* '''Red channel:''' [[Specular mask]] | |||
* '''Green channel:''' [[$rimlight|Rimlight]] mask | |||
* '''Blue channel:''' [[Base Tint|Base Tint mask]] | |||
* '''Alpha channel:''' [[Specular]] exponent |
Revision as of 18:00, 14 January 2020
In Counter-Strike: Global Offensive based Source version there are two Texture Masks, $masks1 and $masks2 that are used for material shaders.
In Source 2 these two masks, are separated.
$masks1
The $masks1 texture contains the following:
- Red channel: Detail Mask
- Green channel: Diffuse Mask
- Blue channel: Metalness Mask
- Alpha channel: Self-illumination Mask
$masks2
The $masks2 texture contains the following:
- Red channel: Specular mask
- Green channel: Rimlight mask
- Blue channel: Base Tint mask
- Alpha channel: Specular exponent