$decaltexture: Difference between revisions

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== Parameters and Effects ==
== Parameters and Effects ==
{{MatParam|$decaltexture|texture|The decal texture.}}
{{MatParam|$decaltexture|texture|The decal texture.}}
{{MatParam|$decalblendmode|int|Set the decal's blend mode.<ol>
{{MatParam|$decalblendmode|int|Set the decal's blend mode.<ul>
<li>Alpha Masked<li>Multiplied{{note|If set to 1, {{ent|$phong}} will not function on the material.}}<li> Modulate (functions like {{ent|DecalModulate}}, or Photoshop's Overlay blend mode){{note|Mode 2 expects sRGB input, not linear. This means ~0.73 gray acts as the mid point, instead of 0.5}}<li>Additive</ol>
<li>0 - Alpha Masked<li>1 - Multiplied{{note|If set to 1, {{ent|$phong}} will not function on the material.}}<li>2 - Modulate (functions like {{ent|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}}<li>3 - Additive</ol>
{{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.}}
{{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.}}
{{note|<code>$decalblendmode</code> MUST be defined in order for <code>$decaltexture</code> to work.}} }}
{{note|<code>$decalblendmode</code> MUST be defined in order for <code>$decaltexture</code> to work.}} }}

Revision as of 14:06, 6 March 2024

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.

Icon-Bug.pngBug:Using VBSP's -StaticPropCombine parameter appears to break this effect on autocombined models in some cases.  [todo tested in ?]
Here, each label on the crates is laid out on a separate UV channel to that of the main texture – this allows easy and efficient reuse of the same labels/decals on many different props without losing texture resolution.

Parameters and Effects

$decaltexture $decalblendmode $modeldecalignorez