$decaltexture: Difference between revisions
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Bug:Mode 0 and 1 will not render in Hammer, however the basetexture will still render. Mode 2 and 3 will cause the model to render completely black in Hammer. It will still render correctly in game though. [todo tested in ?]
Note:
m (changed 'albedo' back to the more source specific term, "basetexture".) |
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{{MatParam|$modeldecalignorez|bool|If enabled, model decals will ignore depth.}} | {{MatParam|$modeldecalignorez|bool|If enabled, model decals will ignore depth.}} | ||
[[Category: | [[Category:Shader parameters|d]] |
Revision as of 09:44, 15 August 2023
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.