$bumpmap: Difference between revisions
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Warning:
CS:GO engine branch. Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.
Note:
(Buggered up formatting. fixed it) |
ShiroDkxtro2 (talk | contribs) m ($bumptransform additional information ( does not work with $detail )) |
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==Additional Parameters== | ==Additional Parameters== | ||
{{MatParam|$bumptransform|matrix|Transforms the bump map texture. {{todo|Does this actually require DX9? Present in DX8 fallback shaders.}} | {{MatParam|$bumptransform|matrix|Transforms the bump map texture. {{todo|Does this actually require DX9? Present in DX8 fallback shaders.}} | ||
: {{bug|Does not work when using {{ent|$detail}}. This ''does'' work in {{csgobranch}}.}} | |||
{{VMT UVtransform}}|dx9=1}} | {{VMT UVtransform}}|dx9=1}} | ||
{{MatParam|$bumpframe|int|The frame to start an animated bump map on.}} | {{MatParam|$bumpframe|int|The frame to start an animated bump map on.}} |
Revision as of 23:54, 14 February 2023

A material's albedo (left) compared to its bump map.
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.

$bumpmap
will disable prop_static's per-vertex lighting in every Source game before 

- 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
CS:GO engine branch.
Basic Syntax
LightmappedGeneric
{
$basetexture brick/brickwall021a
$surfaceprop brick
$bumpmap brick/brickwall021a_normal
}
Additional Parameters
$bumptransform
$bumpframe
$nodiffusebumplighting
[[$ssbump|$ssbump]]
$forcebump
$bump_force_on
$addbumpmaps
$bumpmap2
$bumpframe2
$bumptransform2
$bumpmask
$bumpdetailscale1
Console Commands
- mat_fastnobump <boolean >
- Quickly enables/disabled normal mapping.
- mat_normalmaps <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 <boolean >
- Enable or disable normal mapping. Default 1.