$decaltexture: Difference between revisions
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* 1 = Multiplied | * 1 = Multiplied | ||
* 2 = Modulate (functions like [[DecalModulate]], or Photoshop's Overlay blend mode) | * 2 = Modulate (functions like [[DecalModulate]], or Photoshop's Overlay blend mode) | ||
: {{note|Mode 2 expects sRGB input, not linear. This means ~0.73 gray acts as the mid point, instead of 0.5}} | |||
: {{bug|Mode 0 and 1 will not render in Hammer, however the basetexture will still render. Mode 2 and 3 will cause the model to render completely black in Hammer. It will still appear correctly in game though.}} | |||
* 3 = Additive | * 3 = Additive | ||
: {{note|If set to 1, {{ent|$phong}} will not function on the material.}} | : {{note|If set to 1, {{ent|$phong}} will not function on the material.}} |
Revision as of 00:46, 9 September 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
- 0 = Alpha Masked
- 1 = Multiplied
- 2 = Modulate (functions like DecalModulate, or Photoshop's Overlay blend mode)
Note:Mode 2 expects sRGB input, not linear. This means ~0.73 gray acts as the mid point, instead of 0.5
Bug:Mode 0 and 1 will not render in Hammer, however the basetexture will still render. Mode 2 and 3 will cause the model to render completely black in Hammer. It will still appear correctly in game though. [todo tested in ?]
- 3 = Additive
Note:If set to 1, $phong will not function on the material.