$basetexture: Difference between revisions

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{{MatParam|$frame|int|The frame displayed for a multi-frame texture. This is normally set by the [[List_Of_Material_Proxies#Texture_manipulation|AnimatedTexture]] or [[List_Of_Material_Proxies#Entity_integration|TextureToggle]] proxies, but can be set manually. The value must be a valid index, or crashes might occur.}}
{{MatParam|$frame|int|The frame displayed for a multi-frame texture. This is normally set by the [[List_Of_Material_Proxies#Texture_manipulation|AnimatedTexture]] or [[List_Of_Material_Proxies#Entity_integration|TextureToggle]] proxies, but can be set manually. The value must be a valid index, or crashes might occur.}}


==  <code>$basetexture2</code> ==
=  <code>$basetexture2</code> =
Some shaders (most notably [[WorldVertexTransition]]) allow the use of two albedos. The second texture is handled by a mirrored set of commands with '2' in their name:
Some shaders (most notably [[WorldVertexTransition]]) allow the use of two albedos. The second texture is handled by a mirrored set of commands with '2' in their name:
{{MatParam|$basetexture2|texture}}
{{MatParam|$basetexture2|texture}}

Revision as of 01:19, 15 May 2021

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Template:Shaderparam It defines an albedo texture. It is very rare for a material not to use this parameter and some shaders will load a default texture if it stays undefined.

VMT syntax

$basetexture	<texture without extension, relative to <game>\materials\>
LightmappedGeneric
{
	$basetexture	brick\brickwall031b
}

Additional parameters

$basetexturetransform $frame

$basetexture2

Some shaders (most notably WorldVertexTransition) allow the use of two albedos. The second texture is handled by a mirrored set of commands with '2' in their name: $basetexture2 $basetexturetransform2 $frame2

There are further '2' commands applying to various shader effects, which are each documented in their respective articles.

See Also