$bumpmap: Difference between revisions

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{{lang|$bumpmap}}[[Category:List of Shader Parameters|B]]
[[Image:Brickwall021a normalcompare.jpg|thumb|A material's [[albedo]] (left) compared to its bump map.]]
[[Image:Brickwall021a normalcompare.jpg|thumb|A material's [[albedo]] (left) compared to its bump map.]]
[[Image:Example of bump mapping.jpg|thumb|The above material in-game.]]
[[Image:Example of bump mapping.jpg|thumb|The above material in-game.]]
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{{Shaderparam|$bumpmap}} It specifies a [[texture]] that will provide three-dimensional lighting information for a material. The texture is a [[bump map]], but the process it is used for is called [[Wikipedia:Normal mapping|normal mapping]]. The two terms are often used interchangeably, however.
{{Shaderparam|$bumpmap}} It specifies a [[texture]] that will provide three-dimensional lighting information for a material. The texture is a [[bump map]], but the process it is used for is called [[Wikipedia:Normal mapping|normal mapping]]. The two terms are often used interchangeably, however.


{{warning|<code>$bumpmap</code> will disable {{ent|prop_static}}'s per-vertex lighting in every Source game but {{csgo}}. Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.}}
{{warning|<code>$bumpmap</code> will disable {{ent|prop_static}}'s per-vertex lighting in every Source game before {{csgobranch|4}}. Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.}}


{{note|
{{note|
* In the <code>[[Water_(shader)|Water]]</code> shader, <code>$bumpmap</code> is for a DX8 [[Du/dv_map|du/dv map]]. Use <code>$normalmap</code> instead.
* In the <code>[[Water_(shader)|Water]]</code> shader, <code>$bumpmap</code> is for a DX8 [[Du/dv_map|du/dv map]]. Use <code>$normalmap</code> instead.
* Bump maps cannot be used on decal textures, except in {{csgo}}.}}
* Bump maps cannot be used on decal textures except in {{csgobranch|4}}.}}


==Basic syntax==
==Basic Syntax==
<syntaxhighlight lang=php highlight=5>
<syntaxhighlight lang=php highlight=5>
LightmappedGeneric
LightmappedGeneric
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</syntaxhighlight>
</syntaxhighlight>


==Additional parameters==
==Additional Parameters==
{{MatParam|$bumptransform|matrix|Transforms the bump map texture. {{todo|Does this actually require DX9? Present in DX8 fallback shaders.}}
{{MatParam|$bumptransform|matrix|Transforms the bump map texture. {{todo|Does this actually require DX9? Present in DX8 fallback shaders.}}
{{VMT UVtransform}}|dx9=1}}
{{VMT UVtransform}}|dx9=1}}
{{MatParam|$bumpframe|int|The frame to start an animated bump map on.}}
{{MatParam|$bumpframe|int|The frame to start an animated bump map on.}}
{{MatParam|$nodiffusebumplighting|bool|Stops the bump map affecting the lighting of the material's [[albedo]], which help combat [[Material optimization#Overdraw|overdraw]]. Does not affect the [[specular]] map, making it useful for distorted reflections on flat surfaces.
{{MatParam|$nodiffusebumplighting|bool|Stops the bump map affecting the lighting of the material's [[albedo]], which help combat [[Material optimization#Overdraw|overdraw]]. Does not affect the [[specular]] map, making it useful for distorted reflections on flat surfaces.
: {{bug|Does not function beyond {{Game link|Source 2007}}.{{confirm}}}}|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}}
: {{bug|Does not function beyond {{src07|2}}.{{confirm}}}}|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}}
{{MatParam|[[$ssbump]]|bool|Flags the bump map texture(s) as being self-shadowing. Click for more details.|since={{src07}}|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}}
{{MatParam|[[$ssbump]]|bool|Flags the bump map texture(s) as being self-shadowing. Click for more details.|since={{src07}}|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}}
{{MatParam|$forcebump|bool|If 0, use bumpmapping if the card says it can handle it. If 1, always force bumpmapping on.|dx8=1|removed={{l4d}}}}
{{MatParam|$forcebump|bool|If 0, use bumpmapping if the card says it can handle it. If 1, always force bumpmapping on.|dx8=1|removed={{l4d}}}}
{{MatParam|$bump_force_on|bool|Force bump mapping on, even for low-end machines.|since={{portal2}}|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}}
{{MatParam|$bump_force_on|bool|Force bump mapping on, even for low-end machines.|since={{portal2}}|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}}
{{MatParam|$addbumpmaps|bool|Enables the usage and blending of two bump maps together for {{ent|LightmappedGeneric}}.|only={{csgo}}|shaders=LightmappedGeneric}}
{{MatParam|$addbumpmaps|bool|Enables the usage and blending of two bump maps together for {{ent|LightmappedGeneric}}.|only={{csgobranch}}|shaders=LightmappedGeneric}}
{{MatParam|$bumpmap2|texture|The second bump map to use, for either {{ent|WorldVertexTransition}} or for <code>LightmappedGeneric</code> in {{csgo}} for bump map blending.|dx9=1|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}}
{{MatParam|$bumpmap2|texture|The second bump map to use, either for {{ent|WorldVertexTransition}} or for <code>LightmappedGeneric</code> in {{csgobranch}} for bump map blending.|dx9=1|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}}
{{MatParam|$bumpframe2|int|Same as <code>$bumpframe</code>, but for the second bump map.|dx9=1|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}}
{{MatParam|$bumpframe2|int|Same as <code>$bumpframe</code>, but for the second bump map.|dx9=1|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}}
{{MatParam|$bumptransform2|matrix|Same as <code>$bumptransform</code>, but for the second bump map.
{{MatParam|$bumptransform2|matrix|Same as <code>$bumptransform</code>, but for the second bump map.
: {{Note|<code>[[$detail]]</code> used with <code>$detailscale</code> will override this on <code>LightmappedGeneric</code> if the shader is using <code>$addbumpmaps</code>.}}|dx9=1|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}}
: {{Note|{{ent|$detail}} used with <code>$detailscale</code> will override this on <code>LightmappedGeneric</code> if the shader is using <code>$addbumpmaps</code>.}}|dx9=1|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}}
{{MatParam|$bumpmask|texture|If using two bump maps, use a third bump map to act as the base, with the alpha channel acting as a mask for the first two bump maps. The alpha channel of <code>$bumpmask</code> is also used as a specular mask.
{{MatParam|$bumpmask|texture|If using two bump maps, use a third bump map to act as the base, with the alpha channel acting as a mask for the first two bump maps. The alpha channel of <code>$bumpmask</code> is also used as a specular mask.
: {{note|Only used by {{hl2}}<code>materials/nature/toxicslime002a</code>.}}
: {{note|Only used by {{hl2}}<code>materials/nature/toxicslime002a</code>.}}
: {{note|Does not work with <code>[[$detail]]</code> and {{ent|$seamless_scale}}.}}|dx9=1|shaders=LightmappedGeneric}}
: {{note|Does not work with {{ent|$detail}} and {{ent|$seamless_scale}}.}}|dx9=1|shaders=LightmappedGeneric}}
{{MatParam|$bumpdetailscale1|and=$bumpdetailscale2|normal|The strength of the first and second bump maps for bump map blending.|only={{csgo}}|shaders=LightmappedGeneric}}
{{MatParam|$bumpdetailscale1|and=$bumpdetailscale2|normal|The strength of the first and second bump maps for bump map blending.|only={{csgobranch}}|shaders=LightmappedGeneric}}


==Console commands==
==Console Commands==
{{IO|mat_fastnobump|param=bool|Quickly enables/disabled normal mapping.}}
{{IO|mat_fastnobump|param=bool|Quickly enables/disabled normal mapping.}}
{{IO|mat_normalmaps|param=bool|Displays the bump map texture of all materials that have one in place of their [[albedo]].}}
{{IO|mat_normalmaps|param=bool|Displays the bump map texture of all materials that have one in place of their [[albedo]].}}
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{{IO|mat_bumpmap|param=bool|Enable or disable normal mapping. Default 1.}}
{{IO|mat_bumpmap|param=bool|Enable or disable normal mapping. Default 1.}}


==See also==
==See Also==
* {{ent|$ssbump}}
* {{ent|$ssbump}}
* [[Bump map]], for technical details and a guide to creation.
* [[Bump map]], for technical details and a guide to creation.
[[Category:List of Shader Parameters|B]]

Revision as of 15:16, 9 May 2022

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A material's albedo (left) compared to its bump map.
The above material in-game.

Template:Shaderparam It specifies a texture that will provide three-dimensional lighting information for a material. The texture is a bump map, but the process it is used for is called normal mapping. The two terms are often used interchangeably, however.

Warning.pngWarning:$bumpmap will disable prop_static's per-vertex lighting in every Source game before CS:GO engine branch CS:GO engine branch. Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.
Note.pngNote:

Basic Syntax

LightmappedGeneric
{
	$basetexture	brick/brickwall021a
	$surfaceprop	brick
	$bumpmap		brick/brickwall021a_normal
}

Additional Parameters

$bumptransform $bumpframe $nodiffusebumplighting [[$ssbump|$ssbump]] $forcebump $bump_force_on $addbumpmaps $bumpmap2 $bumpframe2 $bumptransform2 $bumpmask $bumpdetailscale1

Console Commands

mat_fastnobump <booleanRedirectInput/boolean>
Quickly enables/disabled normal mapping.
mat_normalmaps <booleanRedirectInput/boolean>
Displays the bump map texture of all materials that have one in place of their albedo.
(Yes, these two commands have bump and normal the wrong way around!)
mat_bumpmap <booleanRedirectInput/boolean>
Enable or disable normal mapping. Default 1.

See Also