$allowdiffusemodulation: Difference between revisions
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Note:This parameter exists as
Counter-Strike: Global Offensive and
Portal 2: Community Edition.
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'''{{Code|preset=0|$allowdiffusemodulation}}''' {{String | '''{{Code|preset=0|$allowdiffusemodulation}}''' {{String | ||
| en = is a [[material]] [[shader]] parameter available in all {{Source|3}} games since {{L4d|4}} (also in {{Mapbase|4}}) for {{Code|[[VertexLitGeneric]]}}. It prevents a material from being tinted by either <code>[[$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. | | 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|$color2]]</code> or the <code>rendercolor</code> parameter. This is useful for situations where you have a [[model]] made up of multiple materials, some which you might want tint-able and some not. | ||
| ru = — это | | ru = — это [[Material|текстурный]] параметр [[Shader|оттенения]], доступно во всех {{Source|3}} играх, начиная с {{L4d|4}} (также в {{Mapbase|4}}) для {{Code|[[VertexLitGeneric]]}}. Он предотвращает окрашивание материала параметрами <code>[[$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 08:31, 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 
