WorldVertexTransition: Difference between revisions
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{{MatParam|$vertexalpha|bool| Causes the material to blend between the primary texture and full transparency. Automatically marks the material as {{ent|$translucent}}. Requires <code>$vertexcolor</code> to be set to 1.}} | {{MatParam|$vertexalpha|bool| Causes the material to blend between the primary texture and full transparency. Automatically marks the material as {{ent|$translucent}}. Requires <code>$vertexcolor</code> to be set to 1.}} | ||
{{MatParam|$additive|bool| Adds the color of the pixels on the surface with the pixels of objects behind it.}} | {{MatParam|$additive|bool| Adds the color of the pixels on the surface with the pixels of objects behind it.}} | ||
{{MatParam|$phong|bool|only={{csgo}}}| Diffuse reflections.}} | {{MatParam|$phong|bool|only={{csgo}}{{mapbase}}| Diffuse reflections.}} | ||
{{MatParam|$phong_exp|only={{lw}}|float|{{confirm|Is this for LW's Blinn–Phong reflections?}}}} | |||
{{MatParam|$phong_exp2|only={{lw}}|float|{{confirm|Is this for LW's Blinn–Phong reflections?}}}} | |||
{{MatParam|$layertint1|color255|only={{csgo}}| SRGB tint layer 1.}} | {{MatParam|$layertint1|color255|only={{csgo}}| SRGB tint layer 1.}} | ||
{{MatParam|$layertint2|color255|only={{csgo}}}| SRGB tint layer 2.}} | {{MatParam|$layertint2|color255|only={{csgo}}}| SRGB tint layer 2.}} |
Revision as of 23:04, 7 April 2024

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$blendmodulatetexture
.WorldVertexTransition
is a s0 available in all Source games. 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
$phong_exp
$phong_exp2
$layertint1
$layertint2
[[%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.