$decaltexture: Difference between revisions

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m (Added note for using specific $decalblendmode setting)
(Added $modeldecalignorez and some additional decal blending modes)
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== Parameters and Effects ==
== Parameters and Effects ==
{{MatParam|$decaltexture|texture|The path to the decal texture.}}
{{MatParam|$decaltexture|texture|The decal texture.}}
{{MatParam|$decalblendmode|bool|Controls blending of decal. 0 is alpha masked, 1 is multiplied.}}
{{MatParam|$decalblendmode|bool|Set the decal's blend mode. Mode 0 is alpha masked, mode 1 is multiplied, mode 2 is multiplied x2, 3 is additive.}}
: {{note|If set to 1, [[$phong]] will not function on the material.}}
: {{note|If set to 1, {{ent|$phong}} will not function on the material.}}
{{MatParam|$modeldecalignorez|bool|If enabled, model decals will ignore depth.}}


[[Category:List of Shader Parameters|N]]
[[Category:List of Shader Parameters|D]]

Revision as of 20:50, 28 August 2020

Template:Shaderparam It allows for a second UV channel to be defined for a model, allowing a decal texture to be placed on top of the base material. To use the parameter, the MDL must have been compiled from an FBX file and have a second UV channel defined.

Icon-Bug.pngBug:Using VBSP's -StaticPropCombine parameter appears to break this effect on autocombined models in some cases.  [todo tested in ?]
Here, each label on the crates is laid out on a separate UV channel to that of the main texture – this allows easy and efficient reuse of the same labels/decals on many different props without losing texture resolution.

Parameters and Effects

$decaltexture $decalblendmode

Note.pngNote:If set to 1, $phong will not function on the material.

$modeldecalignorez