WorldTwoTextureBlend: Difference between revisions
Jump to navigation
Jump to search
Note:Do not confuse this shader with
Tip:Effectively equivalent to
(reformatting and linking) |
SirYodaJedi (talk | contribs) mNo edit summary |
||
| Line 2: | Line 2: | ||
{{note|Do not confuse this shader with <code>[[WorldVertexTransition]]</code>, which blends between textures but does not display one above the other.}} | {{note|Do not confuse this shader with <code>[[WorldVertexTransition]]</code>, which blends between textures but does not display one above the other.}} | ||
{{tip|Effectively equivalent to {{code|$detailblendmode 2}} (working around the blend mode's incompatibility with {{code|LightmappedGeneric}} and {{code|WorldVertexTransition}}), but with fewer available parameters.}} | |||
==Syntax== | ==Syntax== | ||
Revision as of 20:16, 28 December 2023
WorldTwoTextureBlend is a lightmap shader used to render two albedos at the same time with a single material. It uses the $detail command to draw the uppermost albedo (unlike the command's normal usage). $detail must have an alpha channel if $basetexture is to be seen!
WorldVertexTransition, which blends between textures but does not display one above the other.$detailblendmode 2 (working around the blend mode's incompatibility with LightmappedGeneric and WorldVertexTransition), but with fewer available parameters.Syntax
WorldTwoTextureBlend
{
$basetexture <texture>
$detail <texture with alpha channel>
$detailscale <float>// Behaves normally
}
Supported effects
- $bumpmap (will not apply to
$detail) - $translucent and $alpha
This shader does not support $envmap.