$basetexture: Difference between revisions
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<span id="$basetexturetransform"></span> | <span id="$basetexturetransform"></span> | ||
{{MatParam|$basetexturetransform|matrix| Transforms the texture before use in the material. This does not affect [[lightmap]]s on the surface. | {{MatParam|$basetexturetransform|matrix| Transforms the texture before use in the material. This does not affect [[lightmap]]s on the surface. | ||
{{note|This ''does'' affect shader parameters such as {{ent|$detail}} and {{ent|$bumpmap}}.{{modernConfirm|Does it affect {{ent|$lightmap}}?}} }} | {{note|This ''does'' affect shader parameters such as {{ent|$detail}} and {{ent|$bumpmap}}.{{modernConfirm|Does it affect {{ent|$lightmap}}? If so, the note about not affecting lightmaps should be reworded.}} }} | ||
{{VMT UVtransform}} }} | {{VMT UVtransform}} }} | ||
Revision as of 17:46, 24 January 2024
Template:Shaderparam It defines an diffuse 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:
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