$blendtintbybasealpha: Difference between revisions

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(about the CONFIRM: yes, that is accurate.)
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'''$blendtintbybasealpha''' is a [[VMT]] parameter that allows tinting of a mesh's material using the [[$basetexture]]'s [[alpha channel]] as a mask to determine tint '''intensity''' (but ''not'' the tint's [[$color| RGB color]]!) Applying an actual color RGB values is done elsewhere - either in-game or in Hammer with entities using the 'rendercolor' keyvalue. This technique is used in games like ''Left 4 Dead'' to allow for recoloring of the vehicle props, and in ''Team Fortress 2'' for painting hats.
'''$blendtintbybasealpha''' is a [[VMT]] parameter that allows tinting of a mesh's material using the [[$basetexture]]'s [[alpha channel]] as a mask to determine tint '''intensity''' (but ''not'' the tint's [[$color| RGB color]]!) Applying an actual color RGB values is done elsewhere - either in-game or in Hammer with entities using the 'rendercolor' keyvalue. This technique is used in games like ''Left 4 Dead'' to allow for recoloring of the vehicle props, and in ''Team Fortress 2'' for painting hats.


The tint mask simply controls the intensity of tint. Brighter pixels apply more tint while darker pixels apply no tinting whatsoever.  
The tint mask simply controls the intensity of tinting. The more alpha, the more intense tinting is.


{{confirm|'''$blendtintcoloroverbase''', a related parameter, controls the amount of color ''replacement'' versus ''tinting''.}}
'''$blendtintcoloroverbase''', a related parameter, controls the amount of color ''replacement'' versus ''tinting''. (replacing the color per pixel entirely, versus adding more color to make the colors closer to the tint RGB color.) A value of '0' will be full tint while a value of '1.00' will replace the [[albedo]] in the mask area with the color defined with $color2.
 
 
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[[Category:List of Shader Parameters|B]]
[[Category:List of Shader Parameters|B]]

Revision as of 00:21, 24 May 2018

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$blendtintbybasealpha is a VMT parameter that allows tinting of a mesh's material using the $basetexture's alpha channel as a mask to determine tint intensity (but not the tint's RGB color!) Applying an actual color RGB values is done elsewhere - either in-game or in Hammer with entities using the 'rendercolor' keyvalue. This technique is used in games like Left 4 Dead to allow for recoloring of the vehicle props, and in Team Fortress 2 for painting hats.

The tint mask simply controls the intensity of tinting. The more alpha, the more intense tinting is.

$blendtintcoloroverbase, a related parameter, controls the amount of color replacement versus tinting. (replacing the color per pixel entirely, versus adding more color to make the colors closer to the tint RGB color.) A value of '0' will be full tint while a value of '1.00' will replace the albedo in the mask area with the color defined with $color2.