WorldVertexTransition: Difference between revisions
Jump to navigation
Jump to search
Note:This shader now only works on displacements. If used on a regular brush, VBSP will generate and pack a LightmappedGeneric version of the material automatically, discarding the secondary texture.
m (→See also) |
TeamSpen210 (talk | contribs) (VBSP automatically converts WVT to LightMappedGeneric on normal brushes) |
||
Line 5: | Line 5: | ||
The pattern of the blend is defined by Hammer's [[Displacement#Blended displacement materials (alpha channel painting)|alpha painting tool]]. The blend is normally a linear gradient, but it can also be "stamped" by a texture specified with <code>[[$blendmodulatetexture]]</code>. This command makes the material look considerably better for very little [[budget|cost]] - use it often! | The pattern of the blend is defined by Hammer's [[Displacement#Blended displacement materials (alpha channel painting)|alpha painting tool]]. The blend is normally a linear gradient, but it can also be "stamped" by a texture specified with <code>[[$blendmodulatetexture]]</code>. This command makes the material look considerably better for very little [[budget|cost]] - use it often! | ||
{{note|This shader now '''only''' works on displacements.}} | {{note|This shader now '''only''' works on displacements. If used on a regular brush, VBSP will generate and pack a [[LightmappedGeneric]] version of the material automatically, discarding the secondary texture.}} | ||
==Example== | ==Example== |
Revision as of 03:37, 14 November 2018

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)$envmap
(might disable$blendmodulatetexture
if both used)- Todo:
$outline
? $translucent
and$alpha
(whole material only)