WorldVertexTransition: Difference between revisions
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Note:If a material with this shader is used on a surface that isn't a displacement, the engine will generate a warning in the console claiming that support for this is going away soon (it actually talks about
Note:Hammer's material browser won't be able to display a preview of the material unless it's given a
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'''<code>WorldVertexTransition</code>''' is the shader used to blend the vertices of a [[displacement]] surface between two different materials. It combines the two into one by using a mirrored set of shader parameters with "2" in their name. | |||
The percentage blend of the two textures is defined by Hammer's [[Displacement#Blended displacement materials (alpha channel painting)|alpha painting tool]]. | |||
{{note|If a material with this shader is used on a surface that isn't a displacement, the engine will generate a warning in the console claiming that support for this is going away soon (it actually talks about <code>[[WorldTwoTextureBlend]]</code>, presumably WVT's predecessor). It should be noted that this warning has been there for a couple of years though - see [[Valve Time]]!}} | |||
== | ==Example== | ||
WorldVertexTransition | |||
{ | |||
[[$basetexture]] nature/dirtfloor006a | |||
[[$surfaceprop]] dirt | |||
$basetexture2 nature/rockfloor005a | |||
$surfaceprop2 rock | |||
[[%tooltexture]] nature/blendrockgrass004a_tooltexture | |||
} | } | ||
== | Just about all visual effects can be selectively applied to one sub-material or the other. See the relevant articles for more details. | ||
* | |||
{{note|Hammer's material browser won't be able to display a preview of the material unless it's given a <code>[[%tooltexture]]</code>.}} | |||
== Supported effects == | |||
*<code>[[$bumpmap]]</code> {{todo|and <code>[[$ssbump]]</code>?}} | |||
*<code>[[$detail]]</code> (whole material only) | |||
*<code>[[$envmap]]</code> | |||
*{{todo|<code>[[$outline]]</code>?}} | |||
*{{todo|<code>[[$seamless_scale]]</code>?}} | |||
*<code>[[$translucent]]</code> and <code>[[$alpha]]</code> (whole material only) | |||
== See also == | |||
*<code>[[LightmappedGeneric]]</code> | |||
*<code>[[WorldTwoTextureBlend]]</code> | |||
*<code>[[LightmappedTwoTexture]]</code> | |||
[[Category:List of Shaders]] | [[Category:List of Shaders]] |
Revision as of 01:32, 13 July 2008
WorldVertexTransition
is the shader used to blend the vertices of a displacement surface between two different materials. It combines the two into one by using a mirrored set of shader parameters with "2" in their name.
The percentage blend of the two textures is defined by Hammer's alpha painting tool.

WorldTwoTextureBlend
, presumably WVT's predecessor). It should be noted that this warning has been there for a couple of years though - see Valve Time!Example
WorldVertexTransition { $basetexture nature/dirtfloor006a $surfaceprop dirt $basetexture2 nature/rockfloor005a $surfaceprop2 rock %tooltexture nature/blendrockgrass004a_tooltexture }
Just about all visual effects can be selectively applied to one sub-material or the other. See the relevant articles for more details.

%tooltexture
.Supported effects
$bumpmap
Todo: and$ssbump
?$detail
(whole material only)$envmap
- Todo:
$outline
? - Todo:
$seamless_scale
? $translucent
and$alpha
(whole material only)