$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

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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

$basetexturetransform

$frame

$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:

$basetexture2

$basetexturetransform2

$frame2

There are further '2' commands applying to various shader effects, which are each documented in their respective articles.

See also