$basetexture: Difference between revisions
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{{this is a|shader parameter|name=$basetexture}} It defines a [[diffuse]] texture. It is very rare for a [[material]] not to use this parameter and some [[shader]]s will load a default [[texture]] if it stays undefined. | {{this is a|shader parameter|name=$basetexture}} It defines a [[diffuse]] texture. It is very rare for a [[material]] not to use this parameter and some [[shader]]s will load a default [[texture]] if it stays undefined. | ||
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* {{Ent|$phong}} (diffuse reflection) | * {{Ent|$phong}} (diffuse reflection) | ||
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[[Category:Shader parameters|b]] |
Revision as of 02:02, 12 July 2024
$basetexture
is a material shader parameter available in all Source games. It defines a 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