$allowdiffusemodulation: Difference between revisions
Jump to navigation
Jump to search
Note:This parameter exists as
Counter-Strike: Global Offensive and
Portal 2: Community Edition.
mNo edit summary |
mNo edit summary |
||
Line 2: | Line 2: | ||
{{Stub}} | {{Stub}} | ||
'''{{Code|$allowdiffusemodulation}}''' {{String | '''{{Code|preset=0|$allowdiffusemodulation}}''' {{String | ||
| en = is a [[material]] [[shader]] parameter available in all {{Source|3}} games since {{L4d|4}} (also in {{Mapbase|4}}) for | | en = is a [[material]] [[shader]] parameter available in all {{Source|3}} games since {{L4d|4}} (also in {{Mapbase|4}}) for {{Code|[[VertexLitGeneric]]}}. It prevents a material from being tinted by either <code>[[$color#$color2|$color2]]</code> or the <code>rendercolor</code> parameter. This is useful for situations where you have a [[model]] made up of multiple materials, some which you might want tint-able and some not. | ||
| ru = — это параметр [[Shader|шейдера]] [[Material|материала]] доступного во всех {{Source|3}} играх, начиная с {{L4d|4}} (также в {{Mapbase|4}}) для | | ru = — это параметр [[Shader|шейдера]] [[Material|материала]] доступного во всех {{Source|3}} играх, начиная с {{L4d|4}} (также в {{Mapbase|4}}) для {{Code|[[VertexLitGeneric]]}}. Он предотвращает окрашивание материала параметрами <code>[[$color#$color2|$color2]]</code> и <code>rendercolor</code>. Этот параметр полезен в ситуациях, когда у вас есть модель, состоящая из нескольких материалов, некоторые из которых требуют окраски, а другие нет. | ||
}} | }} | ||
Revision as of 02:46, 21 June 2024
$allowdiffusemodulation is a material shader parameter available in all Source games since Left 4 Dead (also in
Mapbase) for VertexLitGeneric. It prevents a material from being tinted by either
$color2
or the rendercolor
parameter. This is useful for situations where you have a model made up of multiple materials, some which you might want tint-able and some not.

$notint
in 
