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<tr><td colspan="6" bgcolor="#303030" align="center"><h3 style="font-size:1em; color:#b9b7b5; padding:0; margin:2px 0">[[File:csgo-16px.png]][[File:portal2-16px.png]] <tt>SolidEnergy</tt> Parameters</h3></td></tr>
<tr><td colspan="6" bgcolor="#303030" align="center"><h3 style="font-size:1em; color:#b9b7b5; padding:0; margin:2px 0">[[File:csgo-16px.png]][[File:portal2-16px.png]] <tt>SolidEnergy</tt> Parameters</h3></td></tr>
<tr><td colspan="6" bgcolor="#2E342F" align="center"><h3 style="font-size:1em; color:#b9b7b5; padding:0; margin:2px 0">{{Todo|Confirm if all of this information is actually true for {{portal2}}
<tr><td colspan="6" bgcolor="#2E342F"><h3 style="font-size:1em; color:#b9b7b5; padding:0; margin:2px 0">{{Todo|Confirm if all of this information is actually true for {{portal2}}
* {{Confirm|Is [[SolidEnergy]] available in {{csgo}} engine branch–branch games?}}
* {{Confirm|Is [[SolidEnergy]] available in {{csgo}} engine branch–branch games?}}
* {{Note|$detail1tint and $detail2tint do not exist on this Shader, they are missing in this list intentionally!}}
* {{Note|$detail1tint and $detail2tint do not exist on this Shader, they are missing in this list intentionally!}}

Revision as of 10:13, 9 March 2023

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A detail texture (noise_detail_01), and its effect when applied to a material (left).

Template:Shaderparam It specifies a texture which Source will use to add high-resolution detail to a material when it is viewed up close, by darkening or lightening the albedo appropriately, depending on the $detailblendmode. You can also use a full color (as opposed to grayscale) image and blend it using $detailblendmode 2. It is very effective for increasing the apparent resolution of a texture, and was used extensively in Half-Life 2: Episode Two Half-Life 2: Episode Two.

Icon-Bug.pngBug:$Detail textures do not work in conjunction with some parameters :  [todo tested in ?]
Note.pngNote: In Counter-Strike: Global Offensive, LightmappedGeneric does not appear to even have $lightwarptexture as a parameter... So it 'cannot not' work.
Todo:  Document issues from other branches of source.
Todo:  Things that don't work in Alien Swarm, usually don't work in Left 4 Dead either. And vice versa. But it'd be better if someone could confirm this.
Note.pngNote: Previously it was stated that $blendmodulatetexture would only work with $detail in Counter-Strike: Global Offensive. however. This does appear to work, in at least Source 2013Team Fortress 2Alien Swarm and Counter-Strike: Global Offensive.

Syntax

$detail <texture>

You will probably want to use at least $detailscale (see below) as well.

Parameters and Effects

Parameter Variable Description
$detailtexturetransform <matrix>
(DX9 SM2)

Rotates, scales, etc. the detail texture.

The default position is center .5 .5 scale 1 1 rotate 0 translate 0 0.

  1. center defines the point of rotation. Only useful if rotate is being used.
  2. scale fits the texture into the material the given number of times. 2 1 is a 50% scale in the horizontal X axis while the vertical Y axis is still at original scale.
  3. rotate rotates the texture counter-clockwise in degrees. Accepts any number, including negatives.
  4. translate shifts the texture by the given numbers. .5 will shift it half-way. 1 will shift it once completely over, which is the same as not moving it at all.
Note.pngNote:All values must be included!
Icon-Bug.pngBug:Scaling the texture may cause odd issues where the Texture Lock tool in Hammer will not actually lock the texture in place.  [todo tested in ?]
Icon-Bug.pngBug:Rotating textures applied on brushes will rotate around the map origin (confirm: Orangebox engine only?). A fix for this is to change the center position in the VMT to the brush's origin.  [todo tested in ?]
Icon-Bug.pngBug:This parameter does not exist for LightmappedGeneric, WorldVertexTransition and (only in Counter-Strike: Global Offensive) Lightmapped_4WayBlend.  [todo tested in ?]
Icon-Bug.pngBug:Does not work with $treesway.  [todo tested in ?]
$detailscale <float>
Fits the detail texture onto the material the given number of times (default = 4). Generally used instead of $detailtexturetransform with a value of around 7 or 8 for a 128px detail texture. To independently scale the X and Y coordinates, place your values in brackets: $detailscale "[ 4 8 ]"
$detailblendfactor <normal>
Controls the amount that the detail texture affects the base texture. The precise use of this depends on the blend factor; in most cases it acts similarly to $alpha. A value of 0 usually makes the detail texture have no effect, whilst a value of 1 applies the full effect.
$detailblendmode <integer>
How to combine the detail material with the albedo.

There are 12 different detail blend methods that can be used.

The blend modes are implemented in stdshaders/common_ps_fx.h.

Blend modes in L4D2, factor .8 (Left to right modes 0 to 11, base texture only and detail only. Top row detail opacity 100%, bottom 50%).
Blend modes in L4D2, factor .8 (Left to right modes 0 to 11, base texture only and detail only. Top row detail opacity 100%, bottom 50%).
Mode Effect Description
0 DecalModulate This functions the same as the DecalModulate shader—colors below 128 darken the image, colors above lighten the image.
1 Additive The color of the detail texture is added to the base texture. This is the same as $additive.
2 Translucent Detail The detail texture is applied as a translucent overlay on top of the base texture.
3 Blend Factor Fade The detail texture is applied as a translucent overlay, but ignoring its alpha channel. Instead, the blend factor is used to determine how much of the base texture shows through underneath.
4 Translucent Base This effectively flips the normal layering of the two textures. The detail texture appears "below," with the base alpha channel controlling it as a translucent overlay. The detail alpha channel controls the overall material alpha—for translucency, masking, or other uses.
5 Unlit Additive The color of the detail texture is added to the base texture identically to mode 1, but this color is unaffected by lighting and therefore appears to glow.
6 Unlit Additive Threshold Fade This adds color unaffected by lighting like mode 5, but first modifies the color added in two modes, depending on if the blend factor is above or below 0.5.
7 Two-Pattern DecalModulate Only the red and alpha channels of the detail texture are used. This operates like the DecalModulate shader or blend mode 0, but the base alpha channel fades between using the red (0) or alpha (255) detail channel as the modulation source. This effectively allows two detail materials, although both are greyscale.
8 Multiply The color of the base channel is multiplied by that of the detail texture.
9 Base Mask via Detail Alpha Only the detail alpha channel is used. It is multiplied with the base texture's alpha channel to produce the final alpha value.
10 Self-Shadowed Bumpmap The detail texture is used as a (possibly additional) $ssbump bumpmap. The blend factor is ignored.
Note.pngNote:You can use this to get a standard bumpmap and a self-shadowing bumpmap on the same material. However, this is expensive and should be used very sparingly.
11 SSBump Albedo Unknown function, used internally. The comment says, "shader does the magic here - no user needs to specify mode 11."
Icon-Important.pngImportant:Below is listed, what blendmodes, work in which games, on what shaders. Using a non-supported Blendmode can/will result in "Missing Shader Combo" errors flooding the Console. The Material will not Render!
$detailtint <RGB matrix>

Color tint of the detail texture.

Icon-Bug.pngBug:In Source 2013 Team Fortress 2 Alien Swarm Counter-Strike: Global Offensive On VertexLitGeneric. Does not work with $bumpmap or $phong  [todo tested in ?]
Icon-Bug.pngBug:Does not work with $blendtintbybasealpha  [todo tested in ?]

To do: Verify which games this is broken in ( Works in Left 4 Dead 2 Team Fortress 2 Portal 2 Counter-Strike: Global Offensive Alien Swarm and Source 2013 ).

$detailframe <integer>
(DX9 SM2)
The frame to start an animated $detail texture on.
$detail_alpha_mask_base_texture <boolean>
(removed since Counter-Strike: Global Offensive)
WorldVertexTransition only. When enabled, causes the level of detail alpha to determine "base texture blending."
Icon-Important.pngImportant:Since at minimum Source 2013 this parameter does not actually do anything!

Csgo-16px.png WorldVertexTransition Parameters

Confirm:are these limited to Counter-Strike: Global Offensive, or are they in some/all CS:GO engine branch–branch games?

$detail2 <texture>
Detail texture for WorldVertexTransition's second layer.
Note.pngNote:LightmappedGeneric technically has support for these parameters and other WorldVertexTransition parameters, but they may not work as expected.
Note.pngNote:There is no $detailtransform2, the Shader will use $basetexturetransform2 instead!
Icon-Important.pngImportant:Requires both $detail and $basetexture2 to be present!
Icon-Bug.pngBug:Cannot be used with $detailblendmode "9".  [todo tested in ?]
$detailscale2 <float>
(only in Counter-Strike: Global Offensive)
Detail scale for $detail2.
$detailblendfactor2 <normal>
(only in Counter-Strike: Global Offensive)
Detail blend factor for $detail2.
Note.pngNote:$detailblendfactor and $detailblendfactor2 are blended together before combining with the basetexture.
$detailframe2 <integer>
(only in Counter-Strike: Global Offensive)
The frame to start an animated $detail2 texture on.
$detailtint2 <RGB matrix>
(only in Counter-Strike: Global Offensive)
Color tint for $detail2.

Csgo-16px.pngPortal2-16px.png SolidEnergy Parameters

Todo: Confirm if all of this information is actually true for Portal 2
  • Confirm:Is SolidEnergy available in Counter-Strike: Global Offensive engine branch–branch games?
  • Note.pngNote:$detail1tint and $detail2tint do not exist on this Shader, they are missing in this list intentionally!
  • Icon-Important.pngImportant:$detail has very similar parameter names, but they are not the same!

$detail1 <texture>
(only in Counter-Strike: Global Offensive Portal 2)
Detail texture for SolidEnergy's second layer.
$detail1blendmode <integer>
(only in Counter-Strike: Global Offensive Portal 2)
How to combine the detail material with the albedo.

There are 2 different detail blend methods that can be used.

Mode Effect Description
0 DecalModulate This functions the same as the DecalModulate shader—colors below 128 darken the image, colors above lighten the image.
1 Multiply $basetexture is multiplied by $detail1, Alpha of the $basetexture controls the strength of the effect. Black parts have full multiplication, White parts have no multiplication.
$detail1scale <float>
(only in Counter-Strike: Global Offensive Portal 2)
Detail scale for $detail2.
Note.pngNote:Does not appear to do anything.
$detail1blendfactor <float>
(only in Counter-Strike: Global Offensive Portal 2)
Detail blend factor for $detail2.
Note.pngNote:Does not appear to do anything.
$detail1frame <integer>
(only in Counter-Strike: Global Offensive Portal 2)
The frame to start an animated $detail1 texture on.

{{Important|Counter-Strike: Global Offensive WorldVertexTransition Shader has very similar $detail2 parameter names, but they are not the same!

$detail2 <texture>
(only in Counter-Strike: Global Offensive Portal 2)
Detail texture for SolidEnergy's third layer.
$detail2blendmode <integer>
(only in Counter-Strike: Global Offensive Portal 2)
How to combine the detail material with the albedo.

There are 2 different detail blend methods that can be used.

Mode Effect Description
0 Additive Adds $detail2 onto the $basetexture.
Note.pngNote:When using a $detail1, $detail2 will first be multiplied by $detail2!
1 Multiply $basetexture is multiplied by $detail2.
Note.pngNote:There is no way to control the strength of the effect.
$detail2scale <float>
(only in Counter-Strike: Global Offensive Portal 2)
Detail scale for $detail2.
Note.pngNote: Does not appear to do anything.
$detail2blendfactor <float>
(only in Counter-Strike: Global Offensive Portal 2)
Detail blend factor for $detail2.
Note.pngNote:Does not appear to do anything.
$detail2frame <integer>
(only in Counter-Strike: Global Offensive Portal 2)
The frame to start an animated $detail2 texture on.

Valve's Detail Textures

Valve's stock detail textures (available in OB only) are best used with the following pre-configured values:

$detail detail\noise_detail_01 // e.g. for brickwork, concrete...
$detailscale 7.74
$detailblendfactor 0.8
$detailblendmode 0
$detail detail\metal_detail_01
$detailscale 4.283
$detailblendfactor .65
$detailblendmode 0
$detail detail\rock_detail_01
$detailscale 11
$detailblendfactor 1
$detailblendmode 0
$detail detail\plaster_detail_01
$detailscale 6.783
$detailblendfactor .8
$detailblendmode 0

The below parameters come from models\props_forest\LadderWood.vmt. It is the only Valve Stock texture VMT file to use this particular detail texture. Because the detail texture (detail\wood_detail_01) is a high resolution (1024×1024), the $detailscale is lower than the others, with the exception of rock_detail_01.

$detail detail\wood_detail_01
$detailscale 2.563
$detailblendfactor .8
$detailblendmode 0

Additionally, there are 2 other stock detail textures. detail\detailash001a and detail\detaildirt001a. These files were used in the "leaked" version of Half-Life 2 Half-Life 2 and in Half-Life 2: Episode One Half-Life 2: Episode One using the following parameters.

Concrete/concretefloor009a in Episode One materials:

$detail detail/detaildirt001a
$detailscale 0.27

Metal/metalfloor005a in Episode One materials:

$detail detail/detailash001a
$detailscale 0.50

See Also

Hiding large-scale tiling with detail textures - How to make texture repeating less noticeable using $detail