$bumpmap: Difference between revisions
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Warning:
. Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.
Note:
Deprecated (talk | contribs) (Added $bump_force_on from CSGO, added shader information for some parameters) |
Deprecated (talk | contribs) (Added $bumpmask from HL2) |
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Line 35: | Line 35: | ||
{{MatParam|$bumptransform2|matrix|Same as <code>$bumptransform</code>, but for the second bump map. | {{MatParam|$bumptransform2|matrix|Same as <code>$bumptransform</code>, but for the second bump map. | ||
: {{Note|<code>[[$detail]]</code> used with <code>$detailscale</code> will override this on <code>LightmappedGeneric</code> if the shader is using <code>$addbumpmaps</code>.}}|dx9=1|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}} | : {{Note|<code>[[$detail]]</code> used with <code>$detailscale</code> will override this on <code>LightmappedGeneric</code> if the shader is using <code>$addbumpmaps</code>.}}|dx9=1|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}} | ||
{{MatParam|$bumpmask|texture|If using two bump maps, use a third bump map to act as the base, with the alpha channel acting as a mask for the first two bump maps. The alpha channel of <code>$bumpmask</code> is also used as a specular mask. | |||
: {{note|Only used by {{hl2}}<code>materials/nature/toxicslime002a</code>.}} | |||
: {{note|Does not work with {{ent|$seamless_scale}}.}}|dx9=1|shaders=LightmappedGeneric}} | |||
{{MatParam|$bumpdetailscale1|and=$bumpdetailscale2|normal|The strength of the first and second bump maps for bump map blending.|only={{csgo}}|shaders=LightmappedGeneric}} | {{MatParam|$bumpdetailscale1|and=$bumpdetailscale2|normal|The strength of the first and second bump maps for bump map blending.|only={{csgo}}|shaders=LightmappedGeneric}} | ||
Revision as of 12:56, 12 August 2020

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.

$bumpmap
will disable prop_static's per-vertex lighting in every Source game but 

Basic syntax
LightmappedGeneric
{
$basetexture brick/brickwall021a
$surfaceprop brick
$bumpmap brick/brickwall021a_normal
}
Additional parameters
$bumptransform
$bumpscale
$bumpframe
$nodiffusebumplighting
[[$ssbump|$ssbump]]
$forcebump
$bump_force_on
$addbumpmaps
$bumpmap2
$bumpframe2
$bumptransform2
$bumpmask
$bumpdetailscale1
Console commands
- mat_fastnobump <boolean >
- Quickly enables/disabled normal mapping.
- mat_normalmaps <boolean >
- 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!)
- mat_bumpmap <boolean >
- Enable or disable normal mapping. Default 1.