$decaltexture: Difference between revisions
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Bug:Mode 0 and 1 will not render in Hammer, however the basetexture will still render. Mode 2 and 3 will cause the model to render completely black in Hammer. It will still render correctly in game though. [todo tested in ?]
Note:
Deprecated (talk | contribs) m (Syntax update) |
m (changed 'albedo' back to the more source specific term, "basetexture".) |
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: {{note|Mode 2 expects sRGB input, not linear. This means ~0.73 gray acts as the mid point, instead of 0.5}} | : {{note|Mode 2 expects sRGB input, not linear. This means ~0.73 gray acts as the mid point, instead of 0.5}} | ||
: * 3 = Additive | : * 3 = Additive | ||
{{bug|Mode 0 and 1 will not render in Hammer, however the | {{bug|Mode 0 and 1 will not render in Hammer, however the basetexture will still render. Mode 2 and 3 will cause the model to render completely black in Hammer. It will still render correctly in game though.}} | ||
{{note|<code>$decalblendmode</code> MUST be defined in order for <code>$decaltexture</code> to work.}} | {{note|<code>$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 06:19, 29 September 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.