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$desaturatewithbasealpha: Difference between revisions

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* {{Ent|$selfillum}} and thus [[Glowing_Textures#.24selfillum|$selfillummask]] {{LUX|in}}
* {{Ent|$selfillum}} and thus [[Glowing_Textures#.24selfillum|$selfillummask]] {{LUX|in}}
* {{Ent|$selfillum_envmapmask_alpha}}. {{LUX|in}}
* {{Ent|$selfillum_envmapmask_alpha}}. {{LUX|in}}
* {{Ent|$basealphaenvmapmask}}. {{LUX|in}}
* {{Ent|$basealphaenvmapmask}}. {{LUX|in}}}}
{{ModernWarning|Using the Basetexture's Alpha channel for other effects at the same time might result in unexpected behavior!}}
{{ModernWarning|Using the Basetexture's Alpha channel for other effects at the same time might result in unexpected behavior!}}
}}

Revision as of 04:42, 21 June 2023

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Template:Shaderparam
Setting it to a value above 0 will enable the behavior.
If used, the $basetexture's Alpha channel will be used as a mask to de-saturate the $basetexture's Color.
The amount of desaturation is determined through the same parameter. 1.0 will result in 100%, and 0.5 in 50% desaturation.

Todo: Is this available since Left 4 Dead?
Note.pngNote:Also available for use in Source 2013 Singleplayer and Source 2013 Multiplayer through LUX LUX

Caveats

Icon-Bug.pngBug:This shader does not work with

Template:ModernWarning