WorldVertexTransition: Difference between revisions
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{{note|You can also use {{ent|$vertexalpha}} to create a material that fades out. This uses the first $basetexture then fades out with the blend. Unfortunately, it is treated the same as a material with {{ent|$translucent}} and can have sorting issues with other transparency objects.}} | {{note|You can also use {{ent|$vertexalpha}} to create a material that fades out. This uses the first $basetexture then fades out with the blend. Unfortunately, it is treated the same as a material with {{ent|$translucent}} and can have sorting issues with other transparency objects.}} | ||
{{note|This shader now '''only''' works on displacements. If used on a regular brush, VBSP will generate and pack a {{ent|LightmappedGeneric}} version of the material automatically, discarding the secondary texture.}} | {{note|This shader now '''only''' works on displacements. If used on a regular brush, VBSP will generate and pack a {{ent|LightmappedGeneric}} version of the material automatically, discarding the secondary texture.}} | ||
{{note|The shader {{ent|LightmappedGeneric}} does texture blending as well and supports many of the same features as this shader.}} | {{note|The shader {{ent|LightmappedGeneric}} does texture blending as well and supports many of the same features as this shader.{{ModernConfirm|Does WorldVertexTransition support any features that LightmappedGeneric does not?}}}} | ||
{{bug|{{ent|$blendmodulatetexture}} does not display in hammer despite the shader {{ent|LightmappedGeneric}} displaying it correctly. Instead it displays a linear blend. This has been fixed in {{GMOD}}}} | {{bug|{{ent|$blendmodulatetexture}} does not display in hammer despite the shader {{ent|LightmappedGeneric}} displaying it correctly. Instead it displays a linear blend. This has been fixed in {{GMOD}}}} | ||
{{todo|This shader was significantly upgraded in {{csgo}} with new parameters, a new layer blending mode, drop shadows, and support for layer-specific detail textures and specular masks. Document these.}} | {{todo|This shader was significantly upgraded in {{csgo}} with new parameters, a new layer blending mode, drop shadows, and support for layer-specific detail textures and specular masks. Document these.}} | ||
Revision as of 10:35, 28 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.