$allowdiffusemodulation: Difference between revisions

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'''{{Code|preset=0|$allowdiffusemodulation}}''' {{String
'''{{Code|preset=0|$allowdiffusemodulation}}''' {{String
| en = is a [[material]] [[shader]] parameter available in all {{Source|3}} games since {{L4d|4}} (also in {{Mapbase|4}}) for {{Code|[[VertexLitGeneric]]}}. It prevents a material from being tinted by either <code>[[$color#$color2|$color2]]</code> or the <code>rendercolor</code> parameter. This is useful for situations where you have a [[model]] made up of multiple materials, some which you might want tint-able and some not.
| en = is a [[material]] [[shader]] parameter available in all {{Source|3}} games since {{L4d|4}} (also in {{Mapbase|4}}) for {{Code|[[VertexLitGeneric]]}}. It prevents a material from being tinted by either <code>[[$color#$color2|$color2]]</code> or the <code>rendercolor</code> parameter. This is useful for situations where you have a [[model]] made up of multiple materials, some which you might want tint-able and some not.

Revision as of 06:50, 26 June 2024


Stub

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$allowdiffusemodulation is a material shader parameter available in all Source games since Left 4 Dead Left 4 Dead (also in Mapbase Mapbase) for VertexLitGeneric. It prevents a material from being tinted by either $color2 or the rendercolor parameter. This is useful for situations where you have a model made up of multiple materials, some which you might want tint-able and some not.

Note.pngNote:This parameter exists as $notint in Counter-Strike: Global Offensive Counter-Strike: Global Offensive and Portal 2: Community Edition Portal 2: Community Edition.

Syntax

$allowdiffusemodulation <bool>