$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.


==Syntax==
== Parameters and Effects ==
$decaltexture <[[string]]> // Path to the decal texture
{{MatParam|$decaltexture|texture|The path to the decal texture.}}
$decalblendmode <[[bool]]> // Controls blending of decal: 0 = alpha masked, 1 = multiplied
{{MatParam|$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.

Parameters and Effects

$decaltexture $decalblendmode