WorldVertexTransition: Difference between revisions
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Note: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 $translucent and can have sorting issues with other transparency objects.
Note:This shader now only works on displacements. If used on a regular brush, VBSP will generate and pack a LightmappedGeneric version of the material automatically, discarding the secondary texture.
Note:The shader LightmappedGeneric does texture blending as well and supports many of the same features as this shader.
Bug:$blendmodulatetexture does not display in hammer despite the shader LightmappedGeneric displaying it correctly. Instead it displays a linear blend. This has been fixed in
[todo tested in ?]
(Added some new commands, Added some caveats, Reworded language to be more exact.) |
|||
Line 44: | Line 44: | ||
; {{MatParam|$blendmodulate|texture|}} | ; {{MatParam|$blendmodulate|texture|}} | ||
: Modulate the blending between materials using a special texture. | : Modulate the blending between materials using a special texture. | ||
; {{MatParam|$ | ; {{MatParam|$detail|texture|}} | ||
: Detail texturing. Applies the same detail texture to both materials. In {{csgo}}, [[$detail#CS:GO_WorldVertexTransition_Parameters|each layer can use their own detail texture.]] | : Detail texturing. Applies the same detail texture to both materials. In {{csgo}}, [[$detail#CS:GO_WorldVertexTransition_Parameters|each layer can use their own detail texture.]] | ||
; {{MatParam|$envmap|texture|}} | ; {{MatParam|$envmap|texture|}} |
Revision as of 16:52, 6 September 2020

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Application without and with
$blendmodulatetexture
.
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





Todo: This shader was significantly upgraded in
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.
$detail
- Detail texturing. Applies the same detail texture to both materials. In
, each layer can use their own detail texture.
$envmap
- Specular reflections. In
, each layer can have their own specular mask.
Todo: Might disable$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
- LightmappedGeneric, the standard shader for lightmapped surfaces.
- Lightmapped_4WayBlend, an upgraded displacement blend shader for
.
- LightmappedTwoTexture, a brush shader that multiplies a texture on top of another one.
- WorldTwoTextureBlend, a brush shader that applies a texture on top of another one using $detail.
- Displacement, the surface type this shader is used on.