$bumpmap: Difference between revisions

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(Added $bump_force_on from CSGO, added shader information for some parameters)
(Added $bumpmask from HL2)
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{{MatParam|$bumptransform2|matrix|Same as <code>$bumptransform</code>, but for the second bump map.
{{MatParam|$bumptransform2|matrix|Same as <code>$bumptransform</code>, but for the second bump map.
: {{Note|<code>[[$detail]]</code> used with <code>$detailscale</code> will override this on <code>LightmappedGeneric</code> if the shader is using <code>$addbumpmaps</code>.}}|dx9=1|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}}
: {{Note|<code>[[$detail]]</code> used with <code>$detailscale</code> will override this on <code>LightmappedGeneric</code> if the shader is using <code>$addbumpmaps</code>.}}|dx9=1|shaders=LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition}}
{{MatParam|$bumpmask|texture|If using two bump maps, use a third bump map to act as the base, with the alpha channel acting as a mask for the first two bump maps. The alpha channel of <code>$bumpmask</code> is also used as a specular mask.
: {{note|Only used by {{hl2}}<code>materials/nature/toxicslime002a</code>.}}
: {{note|Does not work with {{ent|$seamless_scale}}.}}|dx9=1|shaders=LightmappedGeneric}}
{{MatParam|$bumpdetailscale1|and=$bumpdetailscale2|normal|The strength of the first and second bump maps for bump map blending.|only={{csgo}}|shaders=LightmappedGeneric}}
{{MatParam|$bumpdetailscale1|and=$bumpdetailscale2|normal|The strength of the first and second bump maps for bump map blending.|only={{csgo}}|shaders=LightmappedGeneric}}



Revision as of 12:56, 12 August 2020

A material's albedo (left) compared to its bump map.
The above material in-game.

Template:Shaderparam It specifies a texture that will provide three-dimensional lighting information for a material. The texture is a bump map, but the process it is used for is called normal mapping. The two terms are often used interchangeably, however.

Warning.pngWarning:$bumpmap will disable prop_static's per-vertex lighting in every Source game but Counter-Strike: Global Offensive. Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.
Note.pngNote:
  • In the Water shader, $bumpmap is for a DX8 du/dv map. Use $normalmap instead.
  • Bump maps cannot be used on decal textures, except in Counter-Strike: Global Offensive.

Basic syntax

LightmappedGeneric
{
	$basetexture	brick/brickwall021a
	$surfaceprop	brick
	$bumpmap		brick/brickwall021a_normal
}

Additional parameters

$bumptransform $bumpscale $bumpframe $nodiffusebumplighting [[$ssbump|$ssbump]] $forcebump $bump_force_on $addbumpmaps $bumpmap2 $bumpframe2 $bumptransform2 $bumpmask $bumpdetailscale1

Console commands

mat_fastnobump <booleanRedirectInput/boolean>
Quickly enables/disabled normal mapping.
mat_normalmaps <booleanRedirectInput/boolean>
Displays the bump map texture of all materials that have one in place of their albedo.
(Yes, these two commands have bump and normal the wrong way around!)
mat_bumpmap <booleanRedirectInput/boolean>
Enable or disable normal mapping. Default 1.

See also