WorldVertexTransition: Difference between revisions

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(Added update template and todo; needs more CS:GO documentation)
(Added some new commands, Added some caveats, Reworded language to be more exact.)
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[[File:Blendmodulate.jpg|thumb|250px|Application without and with <code>[[$blendmodulatetexture]]</code>.]]
[[File:Blendmodulate.jpg|thumb|250px|Application without and with <code>[[$blendmodulatetexture]]</code>.]]


{{Shader|WorldVertexTransition}} It is used to blend the vertices of a [[displacement]] surface between two different materials. It handles two at once by using a mirrored set of parameters with "2" in their name.
{{Shader|WorldVertexTransition}} It is a shader functionally similar to [[LightmappedGeneric]] primarily used to perform a per-vertex linear blend between two textures on a [[displacement]] surface. Many of the parameter definitions for the secondary material are the same as the first material except with a "2" at the end. ex: $basetexture2


The pattern of the blend is defined by Hammer's [[Displacement#Blended displacement materials (alpha channel painting)|alpha painting tool]]. The blend is normally a linear gradient, but it can also be "stamped" by a texture specified with {{ent|$blendmodulatetexture}}. This command makes the material look considerably better for very little [[budget|cost]] - use it often!
You can choose which texture you would like to appear on a vertex using Hammer's [[Displacement#Blended displacement materials (alpha channel painting)|alpha painting tool]]. The blend is normally a linear gradient, but you can control the blend on a per-pixel basis by specifying {{ent|$blendmodulatetexture}} in the material.


==Caveats==
{{note|You can also use {{ent|$vertexalpha}} to create a material that fades out. This uses the first $basetexture then fades out with the blend. Unfortunately, it is treated the same as a material with {{ent|$translucent}} and can have sorting issues with other transparency objects.}}
{{note|This shader now '''only''' works on displacements. If used on a regular brush, VBSP will generate and pack a {{ent|LightmappedGeneric}} version of the material automatically, discarding the secondary texture.}}
{{note|This shader now '''only''' works on displacements. If used on a regular brush, VBSP will generate and pack a {{ent|LightmappedGeneric}} version of the material automatically, discarding the secondary texture.}}
{{note|The shader {{ent|LightmappedGeneric}} does texture blending as well and supports many of the same features as this shader.}}
{{bug|{{ent|$blendmodulatetexture}} does not display in hammer despite the shader {{ent|LightmappedGeneric}} displaying it correctly. Instead it displays a linear blend. This has been fixed in {{GMOD}}}}


{{todo|This shader was significantly upgraded in {{csgo}} with new parameters, a new layer blending mode, drop shadows, and support for layer-specific detail textures and specular masks. Document these.}}
{{todo|This shader was significantly upgraded in {{csgo}} with new parameters, a new layer blending mode, drop shadows, and support for layer-specific detail textures and specular masks. Document these.}}
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== Supported Parameters ==
== Supported Parameters ==


; {{ent|$blendmodulatetexture}} {{since|{{src06}}}}
; {{MatParam|$basetexture|texture|}}
: The first texture in the blend.
; {{MatParam|$basetexture2|texture|}}
: The second texture to blend to.
; {{MatParam|$bumpmap|texture|}}
: bumpmap for the first texture.
; {{MatParam|$bumpmap2|texture|}}
: bumpmap for the second texture.
; {{MatParam|$blendmodulate|texture|}}
: Modulate the blending between materials using a special texture.
: Modulate the blending between materials using a special texture.
; {{ent|$bumpmap}}
; {{MatParam|$dettail|texture|}}
: Bumpmapping.
; {{ent|$detail}}
: Detail texturing. Applies the same detail texture to both materials. In {{csgo}}, [[$detail#CS:GO_WorldVertexTransition_Parameters|each layer can use their own detail texture.]]
: Detail texturing. Applies the same detail texture to both materials. In {{csgo}}, [[$detail#CS:GO_WorldVertexTransition_Parameters|each layer can use their own detail texture.]]
; {{ent|$envmap}}
; {{MatParam|$envmap|texture|}}
: Specular reflections. In {{csgo}}, [[$envmapmask#CS:GO_WorldVertexTransition_Parameters|each layer can have their own specular mask.]] {{todo|Might disable <code>$blendmodulatetexture</code> if both are used.}}
: Specular reflections. In {{csgo}}, [[$envmapmask#CS:GO_WorldVertexTransition_Parameters|each layer can have their own specular mask.]] {{todo|Might disable <code>$blendmodulatetexture</code> if both are used.}}
; {{ent|$lightwarptexture}} {{since|{{src06}}}}
; {{MatParam|$lightwarptexture|texture|}}
: Per-texel color modification via a warp texture. Applies the lightwarp to both materials.
: Per-texel color modification via a warp texture. Applies the lightwarp to both materials.
; {{ent|$seamless_scale}} {{since|{{src06}}}}
; {{MatParam|$seamless_scale|float|}}
: Mitigation for displacement texture stretching.
: Mitigation for displacement texture stretching.
; {{ent|$selfillum}}
; {{MatParam|$selfillum|bool|}}
: Self-illumination. Applies the self-illumination to both materials. {{todo|Might disable <code>$blendmodulatetexture</code> if both are used.}}
: Self-illumination. Applies the self-illumination to both materials. {{todo|Might disable <code>$blendmodulatetexture</code> if both are used.}}
; {{ent|$ssbump}} {{since|{{src07}}}}
; {{MatParam|$ssbump|bool|}}
: Self-shadowing bumpmapping. If two bumpmaps are used, both must be self-shadowing bumpmaps in order for this to work properly.
: Self-shadowing bumpmapping. If two bumpmaps are used, both must be self-shadowing bumpmaps in order for this to work properly.
; {{ent|$translucent}}
; {{MatParam|$translucent|bool|}}
; {{ent|$alpha}}
; {{MatParam|$alpha|float|}}
: Expensive and cheap transparency. Applies the transparency to both materials.
: Expensive and cheap transparency. Applies the transparency to both materials.
; {{ent|$phong}} {{only|{{csgo}}}}
; {{MatParam|$vertexalpha|bool|}}
: Causes the material to blend between the primary texture and full transparency. Automatically marks the material as {{ent|$translucent}}.
; {{MatParam|$additive|bool|}}
: Adds the color of the pixels on the surface with the pixels of objects behind it.
; {{MatParam|$phong|bool|}}
: Diffuse reflections.
: Diffuse reflections.
; {{MatParam|%detailtype|string|}}
: Specifies what {{ent|Detail props}} to spawn on the material. The string should be the name of a detail type outlined in "detail.vbsp" or your specified .vbsp file.


== See also ==
== See also ==

Revision as of 20:08, 5 September 2020

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Application without and with $blendmodulatetexture.

Shader-ball.png WorldVertexTransition It is a shader functionally similar to LightmappedGeneric primarily used to perform a per-vertex linear blend between two textures on a displacement surface. Many of the parameter definitions for the secondary material are the same as the first material except with a "2" at the end. ex: $basetexture2

You can choose which texture you would like to appear on a vertex using Hammer's alpha painting tool. The blend is normally a linear gradient, but you can control the blend on a per-pixel basis by specifying $blendmodulatetexture in the material.

Caveats

Note.pngNote:You can also use $vertexalpha to create a material that fades out. This uses the first $basetexture then fades out with the blend. Unfortunately, it is treated the same as a material with $translucent and can have sorting issues with other transparency objects.
Note.pngNote:This shader now only works on displacements. If used on a regular brush, VBSP will generate and pack a LightmappedGeneric version of the material automatically, discarding the secondary texture.
Note.pngNote:The shader LightmappedGeneric does texture blending as well and supports many of the same features as this shader.
Icon-Bug.pngBug:$blendmodulatetexture does not display in hammer despite the shader LightmappedGeneric displaying it correctly. Instead it displays a linear blend. This has been fixed in Garry's Mod  [todo tested in ?]
Todo: This shader was significantly upgraded in Counter-Strike: Global Offensive with new parameters, a new layer blending mode, drop shadows, and support for layer-specific detail textures and specular masks. Document these.

Example

WorldVertexTransition
{
	$basetexture nature/dirtfloor006a
	$surfaceprop dirt

	$basetexture2 nature/rockfloor005a
	$surfaceprop2 rock

	%tooltexture nature/blendrockgrass004a_tooltexture
}
  • Some visual effects can be selectively applied to one sub-material or the other. See the relevant articles for more details.
  • The Hammer material browser won't be able to display a preview of the material unless it's given a %tooltexture.

Supported Parameters

$basetexture
The first texture in the blend.
$basetexture2
The second texture to blend to.
$bumpmap
bumpmap for the first texture.
$bumpmap2
bumpmap for the second texture.
$blendmodulate
Modulate the blending between materials using a special texture.
$dettail
Detail texturing. Applies the same detail texture to both materials. In Counter-Strike: Global Offensive, each layer can use their own detail texture.
$envmap
Specular reflections. In Counter-Strike: Global Offensive, each layer can have their own specular mask.
Todo: Might disable $blendmodulatetexture if both are used.
$lightwarptexture
Per-texel color modification via a warp texture. Applies the lightwarp to both materials.
$seamless_scale
Mitigation for displacement texture stretching.
$selfillum
Self-illumination. Applies the self-illumination to both materials.
Todo: Might disable $blendmodulatetexture if both are used.
$ssbump
Self-shadowing bumpmapping. If two bumpmaps are used, both must be self-shadowing bumpmaps in order for this to work properly.
$translucent
$alpha
Expensive and cheap transparency. Applies the transparency to both materials.
$vertexalpha
Causes the material to blend between the primary texture and full transparency. Automatically marks the material as $translucent.
$additive
Adds the color of the pixels on the surface with the pixels of objects behind it.
$phong
Diffuse reflections.
[[%detailtype|%detailtype]]
Specifies what Detail props to spawn on the material. The string should be the name of a detail type outlined in "detail.vbsp" or your specified .vbsp file.

See also