Lightmapped 4WayBlend: Difference between revisions
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Note:This shader only works on displacements.
Note:This shader is only available in CS:GO.
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{ | { | ||
"$basetexture" "de_cbble/stone_alt/brick_a" | "$basetexture" "de_cbble/stone_alt/brick_a" | ||
"$bumpmap" "de_cbble/stone_alt/brick_a_normal" | "$bumpmap" "de_cbble/stone_alt/brick_a_normal"<br> | ||
"$basetexture2" "de_cbble/stone_alt/brick_a_damaged" | "$basetexture2" "de_cbble/stone_alt/brick_a_damaged" | ||
"$bumpmap2" "de_cbble/stone_alt/brick_a_damaged_normals" | "$bumpmap2" "de_cbble/stone_alt/brick_a_damaged_normals" | ||
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"$texture2_lumend" "0.8" | "$texture2_lumend" "0.8" | ||
"$texture2_blendstart" "0.8" | "$texture2_blendstart" "0.8" | ||
"$texture2_blendend" "0.9" | "$texture2_blendend" "0.9"<br> | ||
"$basetexture3" "de_cbble/stone_alt/brick_a_bottom_grime" | "$basetexture3" "de_cbble/stone_alt/brick_a_bottom_grime" | ||
"$texture3_blendmode" "0" | "$texture3_blendmode" "0" | ||
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"$texture3_lumend" "0.05" | "$texture3_lumend" "0.05" | ||
"$texture3_blendstart" "0.8" | "$texture3_blendstart" "0.8" | ||
"$texture3_blendend" "1.0" | "$texture3_blendend" "1.0"<br> | ||
"$basetexture4" "de_cbble/stone_alt/brick_a_top_grime" | "$basetexture4" "de_cbble/stone_alt/brick_a_top_grime" | ||
"$texture4_blendmode" "0" | "$texture4_blendmode" "0" | ||
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"$texture4_lumend" "0.2" | "$texture4_lumend" "0.2" | ||
"$texture4_blendstart" "0.90" | "$texture4_blendstart" "0.90" | ||
"$texture4_blendend" "0.99" | "$texture4_blendend" "0.99"<br> | ||
"$detail" "detail\noise_detail_01" | "$detail" "detail\noise_detail_01" | ||
"$detailscale" "[ 20 20 ]" | "$detailscale" "[ 20 20 ]" |
Revision as of 15:26, 20 January 2014
Lightmapped_4WayBlend
is the shader used to blend the vertices of a displacement surface between four different materials. It handles four at once by using mirrored sets of parameters with "2", "3", or "4" in their name.
The pattern of the blend is defined by Hammer's alpha painting tool. The blend can be tuned between being a linear gradient and a more realistic look using the luminance of each basetexture adjusted by parameters.


Example
Lightmapped_4WayBlend { "$basetexture" "de_cbble/stone_alt/brick_a" "$bumpmap" "de_cbble/stone_alt/brick_a_normal"
"$basetexture2" "de_cbble/stone_alt/brick_a_damaged" "$bumpmap2" "de_cbble/stone_alt/brick_a_damaged_normals" "$texture2_uvscale" "[1.0 1.0]" "$texture2_lumstart" "0.0" "$texture2_lumend" "0.8" "$texture2_blendstart" "0.8" "$texture2_blendend" "0.9"
"$basetexture3" "de_cbble/stone_alt/brick_a_bottom_grime" "$texture3_blendmode" "0" "$texture3_uvscale" "[2.0 2.0]" "$texture3_lumstart" "0.005" "$texture3_lumend" "0.05" "$texture3_blendstart" "0.8" "$texture3_blendend" "1.0"
"$basetexture4" "de_cbble/stone_alt/brick_a_top_grime" "$texture4_blendmode" "0" "$texture4_uvscale" "[2.0 2.0]" "$texture4_lumstart" "0.0" "$texture4_lumend" "0.2" "$texture4_blendstart" "0.90" "$texture4_blendend" "0.99"
"$detail" "detail\noise_detail_01" "$detailscale" "[ 20 20 ]" "$detailblendfactor" ".7" "$detailblendfactor2" ".4" "$detailblendfactor3" ".2" "$detailblendfactor4" ".2" }
Supported effects
The effects supported by LightmappedGeneric plus:
$basetexture2
$texture2_uvscale
$texture2_lumstart
$texture2_lumend
$texture2_blendstart
$texture2_blendend
$basetexture3
$texture3_blendmode
$texture3_uvscale
$texture3_lumstart
$texture3_lumend
$texture3_blendstart
$texture3_blendend
$basetexture4
$texture4_blendmode
$texture4_uvscale
$texture4_lumstart
$texture4_lumend
$texture4_blendstart
$texture4_blendend