WorldVertexTransition: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
No edit summary
Line 1: Line 1:
[[File:Blendmodulate.jpg|thumb|250px|Application with and without <code>[[$blendmodulatetexture]]</code>.]]
[[File:Blendmodulate.jpg|thumb|250px|Application without and with <code>[[$blendmodulatetexture]]</code>.]]


'''<code>WorldVertexTransition</code>''' is the [[shader]] used to blend the vertices of a [[displacement]] surface between two different materials. It handles two at once by using a mirrored set of parameters with "2" in their name.
'''<code>WorldVertexTransition</code>''' is the [[shader]] used to blend the vertices of a [[displacement]] surface between two different materials. It handles two at once by using a mirrored set of parameters with "2" in their name.

Revision as of 12:26, 4 February 2013

Application without and with $blendmodulatetexture.

WorldVertexTransition is the shader used to blend the vertices of a displacement surface between two different materials. It handles two at once by using a mirrored set of parameters with "2" in their name.

The pattern of the blend is defined by Hammer's alpha painting tool. The blend is normally a linear gradient, but it can also be "stamped" by a texture specified with $blendmodulatetexture. This command makes the material look considerably better for very little cost - use it often!

Note.pngNote:This shader now only works on displacements.

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.
  • The Hammer material browser won't be able to display a preview of the material unless it's given a %tooltexture.

Supported effects

See also