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