UnlitTwoTexture: Difference between revisions
m (Took out the shader icon template, feels too extra.) |
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{{MatParam|$CrosshairTint|RGB matrix| Tints the <code>$basetexture</code> when using <code>$CrosshairMode</code>|only={{csgo}}}} | {{MatParam|$CrosshairTint|RGB matrix| Tints the <code>$basetexture</code> when using <code>$CrosshairMode</code>|only={{csgo}}}} | ||
{{MatParam|$CrosshairColorAdapt|float|Used for multiplying the average Luminance of <code>$texture2</code> <br>{{note|Default Value <code>"0.4"</code>}}|only={{csgo}}}} | {{MatParam|$CrosshairColorAdapt|float|Used for multiplying the average Luminance of <code>$texture2</code> <br>{{note|Default Value <code>"0.4"</code>}}|only={{csgo}}}} | ||
{{MatParam|$translucent|bool|[[$translucent]] is a [[Expensive|expensive]] translucency using a full [[Alpha]] mask, for very fine gradients. Uses [[$basetexture]] as the source alpha, and blends [[$texture2]]'s alpha over whatever is opaque.</code>|since={{l4d}}}} | |||
<br> | <br> | ||
<br> | <br> | ||
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"$additive" "1" | "$additive" "1" | ||
} | } | ||
</syntaxhighlight> | |||
{{l4d}} {{path|effects/smoke_plumes_anim|vmt}} | |||
<syntaxhighlight> | |||
UnLitTwoTexture | |||
{ | |||
"%tooltexture" "effects/smoke_plumes_00" | |||
$basetexture "effects/smoke_plumes_scroll" | |||
$texture2 "effects/smoke_plumes_00" | |||
$translucent 1 | |||
$nocull 1 | |||
$no_fullbright 1 | |||
$nofog 1 | |||
$scale "[1 1]" | |||
$scroll "[2 2]" | |||
Proxies | |||
{ | |||
LinearRamp | |||
{ | |||
resultVar "$scroll[0]" | |||
rate -.01 | |||
} | |||
LinearRamp | |||
{ | |||
resultVar "$scroll[1]" | |||
rate .035 | |||
} | |||
TextureTransform | |||
{ | |||
scaleVar $scale | |||
translateVar $scroll | |||
resultVar $basetexturetransform | |||
} | |||
} | |||
} | |||
</syntaxhighlight> | </syntaxhighlight> | ||
Revision as of 04:45, 15 February 2025
- Two base textures are multiplied together and can be transformed independently. (Just like the Multiply blending mode in typical image editors.)
- Unrelated to WorldVertexTransition, which is used for making alpha fading transitions between two base textures on displacements.




Parameters
$basetexture
The first Texture that is used, how it is used depends on the effects which are enabled.
By default $basetexture
will be multiplied with $texture2
.
$frame
$basetexturetransform
$texture2
Second Texture that is used in different ways depending on which effects are used.
By default $basetexture
will be multiplied with $texture2
.

$frame2
$texture2transform
$color
$color2
$beachfoam

On the Dangerzone Wave Model, both $texture2
and $basetexture
use the 'Beachwaves' Texture.
The 'Beachwaves' Texture uses the RGB channels for different purposes.
- Red Channel : Waves Albedo Texture
- Green Channel : Distortion/Noise for the Red Channel
- Blue Channel : Distortion/Noise for the Red Channel
$CrosshairMode
$texture2
is used for a framebuffer texture.
The result will be blended between Crosshair Texture + CrosshairTint
and Crosshair Texture * CrosshairTint
using Average Luminance of $texture2 * $CrosshairColorAdapt
$CrosshairTint
$CrosshairColorAdapt
$translucent
Example
Stock .vmt
hl2/materials/models/props_combine/portalball001_sheet.vmt
"UnlitTwoTexture"
{
"$basetexture" "models/props_combine/portalball001_sheet"
"$texture2" "models/props_combine/portalball001b_sheet"
"$model" 1
"$nocull" "1"
"$additive" "1"
"Proxies"
{
"TextureScroll"
{
"texturescrollvar" "$texture2transform"
"texturescrollrate" -.2
"texturescrollangle" 60
}
}
}
models/props/hr_massive/beachwaves/beachwaves.vmt
UnlitTwoTexture
{
"$beachfoam" "1"
"$basetexture" "models/props/hr_massive/beachwaves/beachwaves"
"$texture2" "models/props/hr_massive/beachwaves/beachwaves"
"$additive" "1"
}
effects/smoke_plumes_anim.vmt
UnLitTwoTexture
{
"%tooltexture" "effects/smoke_plumes_00"
$basetexture "effects/smoke_plumes_scroll"
$texture2 "effects/smoke_plumes_00"
$translucent 1
$nocull 1
$no_fullbright 1
$nofog 1
$scale "[1 1]"
$scroll "[2 2]"
Proxies
{
LinearRamp
{
resultVar "$scroll[0]"
rate -.01
}
LinearRamp
{
resultVar "$scroll[1]"
rate .035
}
TextureTransform
{
scaleVar $scale
translateVar $scroll
resultVar $basetexturetransform
}
}
}