$basetexture: Difference between revisions
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{{lang|$basetexture}} | {{lang|$basetexture}}__NOTOC__ | ||
{{Shaderparam|$basetexture}} It defines an [[albedo]] texture. It is very rare for a [[material]] not to use this parameter and some [[shader]]s will load a default [[texture]] if it stays undefined. | {{Shaderparam|$basetexture}} It defines an [[albedo]] texture. It is very rare for a [[material]] not to use this parameter and some [[shader]]s will load a default [[texture]] if it stays undefined. | ||
== VMT Syntax == | == VMT Syntax == | ||
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* {{ent|$phong}} (diffuse reflection) | * {{ent|$phong}} (diffuse reflection) | ||
* {{ent|$selfillum}} | * {{ent|$selfillum}} | ||
[[Category:List of Shader Parameters|B]] |
Revision as of 00:33, 9 April 2023
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