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== VMT Syntax == | == VMT Syntax == | ||
$basetexture <texture without extension, relative to <game> | $basetexture <texture without extension, relative to <game>/materials/> | ||
[[LightmappedGeneric]] | [[LightmappedGeneric]] | ||
{ | { | ||
$basetexture brick | $basetexture "brick/brickwall031b" | ||
} | } | ||
Revision as of 19:17, 31 July 2024
$basetexture
is a material shader parameter available in all Source games. It typically 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