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{{Shaderparam|$detail}} It specifies a [[texture]] which Source will use to add high-resolution detail to a material when it is viewed up close, by darkening or lightening the [[albedo]] appropriately, depending on the <tt>$detailblendmode</tt>. You can also use a full color (as opposed to grayscale) image and blend it using <tt>$detailblendmode 2</tt>. It is very effective for increasing the apparent resolution of a texture, and was used extensively in {{hl2ep2|2}}. | {{Shaderparam|$detail}} 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 <tt>$detailblendmode</tt>. You can also use a full color (as opposed to grayscale) image and blend it using <tt>$detailblendmode 2</tt>. It is very effective for increasing the apparent resolution of a texture, and was used extensively in {{hl2ep2|2}}. | ||
{{Bug| | |||
{{Bug| {{Code|$detail}} textures do not work in conjunction with some parameters: | |||
* In {{as}}{{csgo}}{{src13}}{{tf2}} on {{ent|LightmappedGeneric}}, Does not work with {{ent|$seamless_scale}}. | * In {{as}}{{csgo}}{{src13}}{{tf2}} on {{ent|LightmappedGeneric}}, Does not work with {{ent|$seamless_scale}}. | ||
* In {{as}}{{csgo}}{{src13}}{{tf2}} on {{ent|VertexLitGeneric}}. Does not work with {{ent|$selfillumfresnel}}, if {{ent|$bumpmap}} is used. | * In {{as}}{{csgo}}{{src13}}{{tf2}} on {{ent|VertexLitGeneric}}. Does not work with {{ent|$selfillumfresnel}}, if {{ent|$bumpmap}} is used. | ||
* In {{as}}{{tf2}} on {{ent|LightmappedGeneric}}, Does not work with {{ent|$lightwarptexture}} | * In {{as}}{{tf2}} on {{ent|LightmappedGeneric}}, Does not work with {{ent|$lightwarptexture}} | ||
:{{Note| In {{csgo}}, <code>LightmappedGeneric</code> does not appear to even have <code>$lightwarptexture</code> as a parameter... So it 'cannot not' work. | }} | ||
* In {{as}}{{csgo}} on {{ent|VertexLitGeneric}}, Does not work with {{ent|$desaturatewithbasealpha}} | |||
* In {{as}}, Does not work with {{ent|$blendmodulatetexture}} '''and''' {{ent|$bumpmap}} | : {{Note|<span><!-- --></span> | ||
:{{Todo| Document issues from other branches of source.}} | :* In {{csgo}}, <code>LightmappedGeneric</code> does not appear to even have <code>$lightwarptexture</code> as a parameter... So it 'cannot not' work. | ||
:{{ | :* In {{as}}{{csgo}} on {{ent|VertexLitGeneric}}, Does not work with {{ent|$desaturatewithbasealpha}} | ||
:{{Note| Using $detail with $blendmodulatetexture will cause a graphical issue (stripes over the surface), only works correctly in {{csgo}}.}} | :* In {{as}}, Does not work with {{ent|$blendmodulatetexture}} '''and''' {{ent|$bumpmap}} | ||
}} | |||
: {{Todo| Document issues from other branches of source.}} | |||
: {{ModernConfirm| Things that don't work in {{as}}, usually don't work in {{l4d}} either. And vice versa. But it'd be better if someone could confirm this. }} | |||
: {{Note| Using {{Code|$detail}} with {{Code|$blendmodulatetexture}} will cause a graphical issue (stripes over the surface), only works correctly in {{csgo}}. }} | |||
== Syntax == | == Syntax == |
Revision as of 03:55, 29 June 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.

- 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 $lightwarptexture
Note:
- In
,
LightmappedGeneric
does not appear to even have$lightwarptexture
as a parameter... So it 'cannot not' work. - In
on VertexLitGeneric, Does not work with $desaturatewithbasealpha
- In
, Does not work with $blendmodulatetexture and $bumpmap
- In
- 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