$detail: Difference between revisions
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:The blend modes are implemented in <code>stdshaders/common_ps_fx.h</code>. | :The blend modes are implemented in <code>stdshaders/common_ps_fx.h</code>. | ||
[[Image:Detail_blend_modes_l4d2.jpg||320px|thumb|right|Blend modes in L4D2, factor .8 (Left to right modes 0 to 11, base texture only and detail only. Top row detail opacity 100%, bottom 50%).]] | [[Image:Detail_blend_modes_l4d2.jpg||320px|thumb|right|Blend modes in L4D2, factor .8 (Left to right modes 0 to 11, base texture only and detail only. Top row detail opacity 100%, bottom 50%).]] | ||
{| | {{Table | ||
| {{Table|tr | |||
| {{Table|th|Mode}} {{Table|th|Effect}} {{Table|th|Description}} | |||
}} | |||
| | {{Table|tr | ||
| 0 | | {{Table|td|0|dark=1}} | ||
| DecalModulate | {{Table|td|DecalModulate}} | ||
| This functions the same as the {{ent|DecalModulate}} shader—colors below 128 darken the image, colors above lighten the image. | {{Table|td|This functions the same as the {{ent|DecalModulate}} shader—colors below 128 darken the image, colors above lighten the image.}} | ||
| | }} | ||
| 1 | {{Table|tr | ||
| Additive | | {{Table|td|1|dark=1}} | ||
| The color of the detail texture is added to the base texture. This is the same as {{ent|$additive}}. | {{Table|td|Additive}} | ||
| | {{Table|td|The color of the detail texture is added to the base texture. This is the same as {{ent|$additive}}.}} | ||
| 2 | }} | ||
| Translucent Detail | {{Table|tr | ||
| The detail texture is applied as a translucent overlay on top of the base texture. | | {{Table|td|2|dark=1}} | ||
| | {{Table|td|Translucent Detail}} | ||
| 3 | {{Table|td|The detail texture is applied as a translucent overlay on top of the base texture.}} | ||
| 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. | {{Table|tr | ||
| | | {{Table|td|3|dark=1}} | ||
| | {{Table|td|Blend Factor Fade}} | ||
| Translucent Base | {{Table|td|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.}} | ||
| 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. | }} | ||
| | {{Table|tr | ||
| 5 | | {{Table|td|3|dark=1}} | ||
| Unlit Additive | {{Table|td|Translucent Base}} | ||
| 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. | {{Table|td|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.}} | ||
| | }} | ||
| 6 | {{Table|tr | ||
| Unlit Additive Threshold Fade | | {{Table|td|5|dark=1}} | ||
| 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. | {{Table|td|Unlit Additive}} | ||
| | {{Table|td|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.}} | ||
| 7 | }} | ||
| Two-Pattern DecalModulate | {{Table|tr | ||
| Only the red and alpha channels of the detail texture are used. This operates like the {{ent|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. | | {{Table|td|6|dark=1}} | ||
| | {{Table|td|Unlit Additive Threshold Fade}} | ||
| 8 | {{Table|td|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.}} | ||
| Multiply | }} | ||
| The color of the base channel is multiplied by that of the detail texture. | {{Table|tr | ||
| | | {{Table|td|7|dark=1}} | ||
| 9 | {{Table|td|Two-Pattern DecalModulate}} | ||
| Base Mask via Detail Alpha | {{Table|td|Only the red and alpha channels of the detail texture are used. This operates like the {{ent|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.}} | ||
| Only the detail alpha channel is used. It is multiplied with the base texture's alpha channel to produce the final alpha value. | }} | ||
| | {{Table|tr | ||
| 10 | | {{Table|td|8|dark=1}} | ||
| Self-Shadowed Bumpmap | {{Table|td|Multiply}} | ||
| The detail texture is used as a (possibly additional) {{ent|$ssbump}} bumpmap. The blend factor is ignored.{{Note|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.}} | {{Table|td|The color of the base channel is multiplied by that of the detail texture.}} | ||
}} | |||
{{Table|tr | |||
| {{Table|td|9|dark=1}} | |||
{{Table|td|Base Mask via Detail Alpha}} | |||
{{Table|td|Only the detail alpha channel is used. It is multiplied with the base texture's alpha channel to produce the final alpha value.}} | |||
}} | |||
{{Table|tr | |||
| {{Table|td|10|dark=1}} | |||
{{Table|td|Self-Shadowed Bumpmap}} | |||
{{Table|td|The detail texture is used as a (possibly additional) {{ent|$ssbump}} bumpmap. The blend factor is ignored.{{Note|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.}}}} | |||
}} | |||
{{Table|tr | |||
| {{Table|td|11|dark=1}} | |||
{{Table|td|SSBump Albedo}} | |||
{{Table|td|Unknown function, used internally. The comment says, "shader does the magic here - no user needs to specify mode 11."}} | |||
}} | |||
}} | |||
|- | |- | ||
| 11 | | 11 | ||
| | | | ||
| | | | ||
|} | |} | ||
{{Important|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!}} | {{Important|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!}} |
Revision as of 04:16, 18 March 2023
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.

$Detail
textures do not work in conjunction with some parameters : [todo tested in ?]- In
on LightmappedGeneric, Does not work with $seamless_scale.
- In
on VertexLitGeneric. Does not work with $selfillumfresnel, if $bumpmap is used.
- In
on LightmappedGeneric, Does not work with $lightwarptexture
- In
on VertexLitGeneric, Does not work with $desaturatewithbasealpha
- In
, Does not work with $blendmodulatetexture and $bumpmap
- Todo: Document issues from other branches of source.
Syntax
$detail <texture>
You will probably want to use at least $detailscale
(see below) as well.
Parameters and Effects
$detailframe
$detail_alpha_mask_base_texture
WorldVertexTransition Parameters
$detailscale2
$detailblendfactor2
$detailframe2
$detailtint2

SolidEnergy Parameters




$detail
has very similar parameter names, but they are not the same! $detail1
$detail1blendmode
$detail1scale
$detail1blendfactor
$detail1frame
$detail2
$detail2blendmode
$detail2scale
$detail2blendfactor
$detail2frame
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 and in
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