$basetexture: Difference between revisions

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{{MatParam|$basetexturetransform|matrix| Transforms the texture before use in the material. This does not affect [[lightmap]]s on the surface. {{VMT UVtransform}} }}
{{MatParam|$basetexturetransform|matrix| Transforms the texture before use in the material. This does not affect [[lightmap]]s on the surface. {{VMT UVtransform}} }}


{{MatParam|$frame|int|id=$frame| The frame displayed for a multi-frame texture. This is normally set by the {{Code|[[List Of Material Proxies#Texture manipulation|AnimatedTexture]]}} or {{[[List Of Material Proxies#Entity integration|TextureToggle]]}} proxies, but can be set manually. {{Warning|The value must be a valid index, or crashes might occur.}} }}
<span id="$frame"></span>
{{MatParam|$frame|int| The frame displayed for a multi-frame texture. This is normally set by the {{Code|[[List Of Material Proxies#Texture manipulation|AnimatedTexture]]}} or {{[[List Of Material Proxies#Entity integration|TextureToggle]]}} proxies, but can be set manually. {{Warning|The value must be a valid index, or crashes might occur.}} }}


= <code>$basetexture2</code> =
= <code>$basetexture2</code> =

Revision as of 07:06, 2 May 2023

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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