WorldVertexTransition: Difference between revisions
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{{MatParam|$layertint1|color255|only={{csgo}}| SRGB tint layer 1.}} | {{MatParam|$layertint1|color255|only={{csgo}}| SRGB tint layer 1.}} | ||
{{MatParam|$layertint2|color255|only={{csgo}}}| SRGB tint layer 2.}} | {{MatParam|$layertint2|color255|only={{csgo}}}| SRGB tint layer 2.}} | ||
{{MatParam|detailtype{{!}}%detailtype|string| Specifies what {{ent|Detail props}} to spawn on the material. The string should be the name of a detail type outlined in "detail.vbsp" or your specified .vbsp file. | {{MatParam|detailtype{{!}}%detailtype|string| Specifies what {{ent|Detail props}} to spawn on the material. The string should be the name of a detail type outlined in "detail.vbsp" or your specified .vbsp file. | ||
{{note|On some materials, the sprites only show up on $basetexture, but not on $basetexture2. This may also happen when you make your own blend material using rocks and grass. If rock is $basetexture, only the rock will have grass sprites, which looks odd.}}}} | {{note|On some materials, the sprites only show up on $basetexture, but not on $basetexture2. This may also happen when you make your own blend material using rocks and grass. If rock is $basetexture, only the rock will have grass sprites, which looks odd.}}}} | ||
Revision as of 20:05, 25 June 2023

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$blendmodulatetexture
.
WorldVertexTransition
It is a shader functionally similar to LightmappedGeneric primarily used to perform a per-vertex linear blend between two textures on a displacement surface. Many of the parameter definitions for the secondary material are the same as the first material except with a "2" at the end. ex: $basetexture2
You can choose which texture you would like to appear on a vertex using Hammer's alpha painting tool. The blend is normally a linear gradient, but you can control the blend on a per-pixel basis by specifying $blendmodulatetexture in the material.
Caveats






Example
WorldVertexTransition { $basetexture nature/dirtfloor006a $surfaceprop dirt $basetexture2 nature/rockfloor005a $surfaceprop2 rock %tooltexture nature/blendrockgrass004a_tooltexture }
- Some visual effects can be selectively applied to one sub-material or the other. See the relevant articles for more details.
- The Hammer material browser won't be able to display a preview of the material unless it's given a
%tooltexture
.
Supported Parameters
$basetexture
$basetexture2
$bumpmap
$bumpmap2
$blendmodulatetexture
$detail
$envmap
$lightwarptexture
$seamless_scale
$selfillum
$ssbump
$translucent
$alpha
$vertexalpha
$additive
$phong
$layertint1
$layertint2
%detailtype|detailtype|%detailtype
See also
- LightmappedGeneric, the standard shader for lightmapped surfaces.
- Lightmapped_4WayBlend, an upgraded displacement blend shader for
.
- LightmappedTwoTexture, a brush shader that multiplies a texture on top of another one.
- WorldTwoTextureBlend, a brush shader that applies a texture on top of another one using $detail.
- Displacement, the surface type this shader is used on.