WorldVertexTransition: Difference between revisions
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Note:This shader now only works on displacements.
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* <code>[[LightmappedGeneric]]</code> | * <code>[[LightmappedGeneric]]</code> | ||
* <code>[[Lightmapped_4WayBlend]]</code> | |||
* <code>[[WorldTwoTextureBlend]]</code> | * <code>[[WorldTwoTextureBlend]]</code> | ||
* <code>[[LightmappedTwoTexture]]</code> | * <code>[[LightmappedTwoTexture]]</code> |
Revision as of 15:09, 20 January 2014

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!

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
$blendmodulatetexture
$seamless_scale
$bumpmap
$ssbump
(whole material only)$detail
(whole material only)$envmap
- Todo:
$outline
? $translucent
and$alpha
(whole material only)