$decaltexture: Difference between revisions
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(Created $decaltexture page) |
(Added actual matparam templates as the parameters) |
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{{Shaderparam|$decaltexture|game=Counter-Strike: Global Offensive|shader1=VertexLitGeneric}} It allows for a second UV channel to be defined for a model, allowing a decal texture to be placed on top of the base material. To use the parameter, the [[MDL]] must have been compiled from an FBX file and have a second UV channel defined. | {{Shaderparam|$decaltexture|game=Counter-Strike: Global Offensive|shader1=VertexLitGeneric}} It allows for a second UV channel to be defined for a model, allowing a decal texture to be placed on top of the base material. To use the parameter, the [[MDL]] must have been compiled from an FBX file and have a second UV channel defined. | ||
== | == Parameters and Effects == | ||
{{MatParam|$decaltexture|texture|The path to the decal texture.}} | |||
{{MatParam|$decalblendmode|bool|Controls blending of decal. 0 is alpha masked, 1 is multiplied.}} | |||
[[Category:List of Shader Parameters|N]] | [[Category:List of Shader Parameters|N]] |
Revision as of 00:36, 21 June 2020
Template:Shaderparam It allows for a second UV channel to be defined for a model, allowing a decal texture to be placed on top of the base material. To use the parameter, the MDL must have been compiled from an FBX file and have a second UV channel defined.