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'''{{code|Cloud}}''' draws a [[$basetexture]] without lighting, masked by [[$cloudalphatexture]].<br>  | '''{{code|Cloud}}''' draws a [[$basetexture]] without lighting, masked by [[$cloudalphatexture]].<br>  | ||
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== Supported Parameters ==  | == Supported Parameters ==  | ||
{{  | {{MatParamDef|$basetexture|texture|Defines an albedo texture.}}  | ||
{{  | {{MatParamDef|$frame|integer|Frame Parameter for [[$basetexture]].}}  | ||
{{  | {{MatParamDef|$cloudalphatexture|texture|Defines an Alpha-Texture. The entire Texture, both RGB Values and Alpha, are multiplied with the [[$basetexture]].<br>  | ||
The Alpha Texture has a different texture-transform than the [[$basetexture]], bringing variety to the Result.}}  | The Alpha Texture has a different texture-transform than the [[$basetexture]], bringing variety to the Result.}}  | ||
{{  | {{MatParamDef|$cloudscale|vector2|Two-Dimensional Scalar for the [[$basetexturetransform]]. Works similar to [[$detailscale]] on other Shaders}}  | ||
{{  | {{MatParamDef|$maskscale|vector2|Two-Dimensional Scalar for the [[$cloudalphatexture]]. Unlike [[$basetexture]], this one does not have a related matrix texture-transform-parameter}}  | ||
{{  | {{MatParamDef|$additive|boolean|Causes the Shader to render additively instead of blending via the alpha. Fog is only applied to the Alpha, not RGB Values, so using this Parameter effectively disables Fog.}}  | ||
Latest revision as of 11:07, 23 August 2025
Cloud draws a $basetexture without lighting, masked by $cloudalphatexture.
As the name implies its used for rendering Clouds.
It does this by multiplying $basetexture with $cloudalphatexture, including Alpha.
This works similar to $detail's $detailblendmode 8, except the Alpha is also multiplied.
Unlike other Shaders, the RGB Values are not affected by Fog. The Alpha IS however!
By default, this Shader uses Alpha Blending ( $translucent ).
Using $additive, this can be reconfigured to draw additively instead.
Todo: The $cloudalphatexture uses a second Texture Coordinate.
Either this Shader is supposed to be used on Brushes ( utilising the Lightmap Coordinates somehow ),
or it's supposed to be used on planes created via the MeshBuilder.Supported Parameters
Defines an albedo texture.
Frame Parameter for $basetexture.
Defines an Alpha-Texture. The entire Texture, both RGB Values and Alpha, are multiplied with the $basetexture.
The Alpha Texture has a different texture-transform than the $basetexture, bringing variety to the Result.
The Alpha Texture has a different texture-transform than the $basetexture, bringing variety to the Result.
Two-Dimensional Scalar for the $basetexturetransform. Works similar to $detailscale on other Shaders
Two-Dimensional Scalar for the $cloudalphatexture. Unlike $basetexture, this one does not have a related matrix texture-transform-parameter