$basetexture: Difference between revisions
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{{lang|$basetexture}} | {{lang|$basetexture}} | ||
{{Shaderparam|$basetexture}} It defines an [[albedo]] texture. It is very rare for a [[material]] not to use this parameter and some [[shader|shaders]] will load a default [[texture]] if it stays undefined. | {{Shaderparam|<code>$basetexture</code>}} It defines an [[albedo]] texture. It is very rare for a [[material]] not to use this parameter and some [[shader|shaders]] will load a default [[texture]] if it stays undefined. | ||
==VMT syntax == | ==VMT syntax == | ||
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{{MatParam|$frame|int|The frame displayed for a multi-frame texture. This is normally set by the [[List_Of_Material_Proxies#Texture_manipulation|AnimatedTexture]] or [[List_Of_Material_Proxies#Entity_integration|TextureToggle]] proxies, but can be set manually. The value must be a valid index, or crashes might occur.}} | {{MatParam|$frame|int|The frame displayed for a multi-frame texture. This is normally set by the [[List_Of_Material_Proxies#Texture_manipulation|AnimatedTexture]] or [[List_Of_Material_Proxies#Entity_integration|TextureToggle]] proxies, but can be set manually. The value must be a valid index, or crashes might occur.}} | ||
== $basetexture2 == | == <code>$basetexture2</code> == | ||
Some shaders (most notably [[WorldVertexTransition]]) allow the use of two albedos. The second texture is handled by a mirrored set of commands with '2' in their name: | Some shaders (most notably [[WorldVertexTransition]]) allow the use of two albedos. The second texture is handled by a mirrored set of commands with '2' in their name: | ||
{{MatParam|$basetexture2|texture}} | {{MatParam|$basetexture2|texture}} | ||
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* [[$phong]] (diffuse reflection) | * [[$phong]] (diffuse reflection) | ||
* [[$selfillum]] | * [[$selfillum]] | ||
[[Category:List of Shader Parameters]] | |||
__NOTOC__ | __NOTOC__ |
Revision as of 01:17, 15 May 2021
Template:Shaderparam It defines an albedo texture. It is very rare for a material not to use this parameter and some shaders will load a default texture if it stays undefined.
VMT syntax
$basetexture <texture without extension, relative to <game>\materials\>
LightmappedGeneric { $basetexture brick\brickwall031b }
Additional parameters
$basetexture2
Some shaders (most notably WorldVertexTransition) allow the use of two albedos. The second texture is handled by a mirrored set of commands with '2' in their name:
$basetexture2
$basetexturetransform2
$frame2
There are further '2' commands applying to various shader effects, which are each documented in their respective articles.
See Also
- $envmapmask (specular mask)
- $envmap (environment map)
- $phong (diffuse reflection)
- $selfillum