$decaltexture: Difference between revisions

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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.
{{bug|Using [[VBSP]]'s -StaticPropCombine parameter appears to break this effect on autocombined models in some cases.}}
{{bug|Using [[VBSP]]'s -StaticPropCombine parameter appears to break this effect on autocombined models in some cases.}}
[[File:decaltexture.jpg|thumb|Here, each label on the crates is laid out on a separate UV channel to that of the main texture – this allows easy and efficient reuse of the same labels/decals on many different props without losing texture resolution.]]


== Parameters and Effects ==
== Parameters and Effects ==

Revision as of 00:43, 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.

Icon-Bug.pngBug:Using VBSP's -StaticPropCombine parameter appears to break this effect on autocombined models in some cases.  [todo tested in ?]
Here, each label on the crates is laid out on a separate UV channel to that of the main texture – this allows easy and efficient reuse of the same labels/decals on many different props without losing texture resolution.

Parameters and Effects

$decaltexture $decalblendmode