CompileWater: Difference between revisions
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Important:When using stock VBSP, detail contents are automatically removed from %CompileWater materials. While this is necessary for shaders with real-time reflections and refractions, such as Water and Refract, this means unnecessary visleaves will be cut if using a shader without them, such as LightmappedGeneric or UnlitTwoTexture. If this is an issue, consider tying the water to a func_water_analog.
SirYodaJedi (talk | contribs) mNo edit summary |
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{{subpage|[[Material map compile flags]]}} | {{subpage|[[Material map compile flags]]}} | ||
{{stub}} | {{stub}} | ||
Compiles the texture as a [[water]] texture. | Compiles the texture as a [[water]] texture. | ||
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$nocull 1 | $nocull 1 | ||
} | } | ||
{{important|When using stock VBSP, detail contents are automatically removed from %CompileWater materials. While this is necessary for shaders with real-time reflections and refractions, such as [[Water (Shader)|Water]] and [[Refract]], this means unnecessary visleaves will be cut if using a shader without them, such as [[LightmappedGeneric]] or [[UnlitTwoTexture]]. If this is an issue, consider tying the water to a [[func_water_analog]].}} | |||
[[Category:Material System]] | [[Category:Material System]] | ||
[[Category:Shader parameters]] | [[Category:Shader parameters]] |
Revision as of 07:54, 5 September 2024
Compiles the texture as a water texture.
Example:
LightmappedGeneric { $basetexture "liquids/custom_water" $bottommaterial "liquids/custom_water" %compilewater 1 $nocull 1 }
