$blendtintbybasealpha: Difference between revisions
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(about the CONFIRM: yes, that is accurate.) |
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'''$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 [[$color| RGB color]]!) Applying an actual color RGB values is done elsewhere - either in-game or in Hammer with entities using the 'rendercolor' keyvalue. This technique is used in games like ''Left 4 Dead'' to allow for recoloring of the vehicle props, and in ''Team Fortress 2'' for painting hats. | ||
The tint mask simply controls the intensity of | The tint mask simply controls the intensity of tinting. The more alpha, the more intense tinting is. | ||
'''$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. | |||
[[Category:List of Shader Parameters|B]] | [[Category:List of Shader Parameters|B]] |
Revision as of 00:21, 24 May 2018
$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.