$basetexture: Difference between revisions
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= <code>$basetexture2</code> = | = <code>$basetexture2</code> = | ||
Some shaders (most notably {{Code|[[WorldVertexTransition]]}}) allow the use of two | Some shaders (most notably {{Code|[[WorldVertexTransition]]}}) allow the use of two diffuse textures. The second texture is handled by a mirrored set of commands with '2' in their name: | ||
{{MatParam|$basetexture2|texture}} | {{MatParam|$basetexture2|texture}} |
Revision as of 20:50, 16 March 2025
$basetexture
is a material shader parameter available in all Source games. It typically defines a 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
$basetexture2
Some shaders (most notably WorldVertexTransition) allow the use of two diffuse textures. The second texture is handled by a mirrored set of commands with '2' in their name:
There are further '2' commands applying to various shader effects, which are each documented in their respective articles.
See also
- $envmapmask (specular mask)
- $envmap (environment map)
- $phong (diffuse reflection)
- $selfillum