$basetexture: Difference between revisions
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There are further '2' commands applying to various shader effects, which are each documented in their respective articles. | There are further '2' commands applying to various shader effects, which are each documented in their respective articles. | ||
== See | == See also == | ||
* {{Ent|$envmapmask}} (specular mask) | * {{Ent|$envmapmask}} (specular mask) | ||
* {{Ent|$envmap}} (environment map) | * {{Ent|$envmap}} (environment map) | ||
* {{Ent|$phong}} (diffuse reflection) | * {{Ent|$phong}} (diffuse reflection) | ||
* {{Ent|$selfillum}} | * {{Ent|$selfillum}} |
Revision as of 04:31, 4 January 2024
Template:Shaderparam It defines an diffuse 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
$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:
There are further '2' commands applying to various shader effects, which are each documented in their respective articles.
See also
- $envmapmask (specular mask)
- $envmap (environment map)
- $phong (diffuse reflection)
- $selfillum