$decaltexture: Difference between revisions
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Bug:Mode 0 and 1 will not render in Hammer, however the albedo will still render. Mode 2 and 3 will cause the model to render completely black in Hammer. It will still appear correctly in game though. [todo tested in ?]
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m (Added stipulation of using decaltexture) |
Deprecated (talk | contribs) m (Syntax update) |
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{{Shaderparam|$decaltexture|game=Counter-Strike: Global Offensive|shader1=VertexLitGeneric}} 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. | {{Shaderparam|$decaltexture|game=Counter-Strike: Global Offensive|shader1=VertexLitGeneric}} It allows for a second UV channel to be defined for a model, allowing a decal texture to be placed on top of the base material. To use the parameter, the [[MDL]] must have been compiled from an FBX file and have a second UV channel defined. | ||
{{bug|Using [[VBSP]]'s -StaticPropCombine parameter appears to break this effect on autocombined models in some cases.}} | {{bug|Using [[VBSP]]'s <code>-StaticPropCombine</code> parameter appears to break this effect on autocombined models in some cases.}} | ||
[[File:decaltexture.jpg|thumb|Here, each label on the crates is laid out on a separate UV channel to that of the main texture – this allows easy and efficient reuse of the same labels/decals on many different props without losing texture resolution.]] | [[File:decaltexture.jpg|thumb|Here, each label on the crates is laid out on a separate UV channel to that of the main texture – this allows easy and efficient reuse of the same labels/decals on many different props without losing texture resolution.]] | ||
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: * 1 = Multiplied | : * 1 = Multiplied | ||
: {{note|If set to 1, {{ent|$phong}} will not function on the material.}} | : {{note|If set to 1, {{ent|$phong}} will not function on the material.}} | ||
: * 2 = Modulate (functions like | : * 2 = Modulate (functions like {{ent|DecalModulate}}, or Photoshop's Overlay blend mode) | ||
: {{note|Mode 2 expects sRGB input, not linear. This means ~0.73 gray acts as the mid point, instead of 0.5}} | : {{note|Mode 2 expects sRGB input, not linear. This means ~0.73 gray acts as the mid point, instead of 0.5}} | ||
: * 3 = Additive | : * 3 = Additive | ||
{{bug|Mode 0 and 1 will not render in Hammer, however the | {{bug|Mode 0 and 1 will not render in Hammer, however the albedo will still render. Mode 2 and 3 will cause the model to render completely black in Hammer. It will still appear correctly in game though.}} | ||
{{note|$decalblendmode MUST be defined in order for $decaltexture to work.}} | {{note|<code>$decalblendmode</code> MUST be defined in order for <code>$decaltexture</code> to work.}} | ||
{{MatParam|$modeldecalignorez|bool|If enabled, model decals will ignore depth.}} | {{MatParam|$modeldecalignorez|bool|If enabled, model decals will ignore depth.}} | ||
[[Category:List of Shader Parameters|D]] | [[Category:List of Shader Parameters|D]] |
Revision as of 15:26, 28 April 2021
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
Note:If set to 1, $phong will not function on the material.
- * 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
- * 3 = Additive


$decalblendmode
MUST be defined in order for $decaltexture
to work.