$basetexture: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
m (→‎See also: clean up, replaced: See Also → See also)
Line 40: Line 40:
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 Also ==
== 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

English (en)Español (es)Русский (ru)Translate (Translate)

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

$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