$decaltexture: Difference between revisions
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m (Added note for using specific $decalblendmode setting) |
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{{MatParam|$decaltexture|texture|The path to the decal texture.}} | {{MatParam|$decaltexture|texture|The path to the decal texture.}} | ||
{{MatParam|$decalblendmode|bool|Controls blending of decal. 0 is alpha masked, 1 is multiplied.}} | {{MatParam|$decalblendmode|bool|Controls blending of decal. 0 is alpha masked, 1 is multiplied.}} | ||
: {{note|If set to 1, [[$phong]] will not function on the material.}} | |||
[[Category:List of Shader Parameters|N]] | [[Category:List of Shader Parameters|N]] |
Revision as of 14:26, 29 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
Note:If set to 1, $phong will not function on the material.