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.
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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>.]] | ||
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{{note|This shader now '''only''' works on displacements. If used on a regular brush, VBSP will generate and pack a {{ent|LightmappedGeneric}} version of the material automatically, discarding the secondary texture.}} | {{note|This shader now '''only''' works on displacements. If used on a regular brush, VBSP will generate and pack a {{ent|LightmappedGeneric}} version of the material automatically, discarding the secondary texture.}} | ||
{{todo|This shader was significantly upgraded in {{csgo}} with new parameters, a new layer blending mode, drop shadows, and support for layer-specific detail textures and specular masks. Document these.}} | |||
==Example== | ==Example== | ||
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: Bumpmapping. | : Bumpmapping. | ||
; {{ent|$detail}} | ; {{ent|$detail}} | ||
: Detail texturing. Applies the same detail texture to both materials. | : Detail texturing. Applies the same detail texture to both materials. In {{csgo}}, [[$detail#CS:GO_WorldVertexTransition_Parameters|each layer can use their own detail texture.]] | ||
; {{ent|$envmap}} | ; {{ent|$envmap}} | ||
: Specular reflections. {{todo|Might disable <code>$blendmodulatetexture</code> if both are used.}} | : Specular reflections. In {{csgo}}, [[$envmapmask#CS:GO_WorldVertexTransition_Parameters|each layer can have their own specular mask.]] {{todo|Might disable <code>$blendmodulatetexture</code> if both are used.}} | ||
; {{ent|$lightwarptexture}} {{since|{{src06}}}} | ; {{ent|$lightwarptexture}} {{since|{{src06}}}} | ||
: Per-texel color modification via a warp texture. Applies the lightwarp to both materials. | : Per-texel color modification via a warp texture. Applies the lightwarp to both materials. |
Revision as of 16:45, 27 August 2020

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Application without and with
$blendmodulatetexture
.
WorldVertexTransition
It is 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!

Todo: This shader was significantly upgraded in
with new parameters, a new layer blending mode, drop shadows, and support for layer-specific detail textures and specular masks. Document these.

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 (in all games since
)
- Modulate the blending between materials using a special texture.
- $bumpmap
- Bumpmapping.
- $detail
- Detail texturing. Applies the same detail texture to both materials. In
, each layer can use their own detail texture.
- $envmap
- Specular reflections. In
, each layer can have their own specular mask.
Todo: Might disable$blendmodulatetexture
if both are used. - $lightwarptexture (in all games since
)
- Per-texel color modification via a warp texture. Applies the lightwarp to both materials.
- $seamless_scale (in all games since
)
- Mitigation for displacement texture stretching.
- $selfillum
- Self-illumination. Applies the self-illumination to both materials. Todo: Might disable
$blendmodulatetexture
if both are used. - $ssbump (in all games since
)
- Self-shadowing bumpmapping. If two bumpmaps are used, both must be self-shadowing bumpmaps in order for this to work properly.
- $translucent
- $alpha
- Expensive and cheap transparency. Applies the transparency to both materials.
- $phong (only in
)
- Diffuse reflections.
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.