CompileWater: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
No edit summary
Line 12: Line 12:
  $nocull 1
  $nocull 1
  }
  }
{{important|When using stock VBSP, detail contents are automatically removed from %CompileWater materials. While this is necessary for shaders with real-time reflections and refractions, such as [[Water (shader)|Water]] and [[Refract]], this means unnecessary visleaves will be cut if using a shader without them, such as [[LightmappedGeneric]] or [[UnlitTwoTexture]]. If this is an issue, consider tying the water to a [[func_water_analog]].}}
{{important|When using stock VBSP, detail contents are automatically removed from %CompileWater materials. While this is necessary for shaders with real-time reflections and refractions, such as [[Water (shader)|Water]] and [[Refract]], this means extra visleaves will be cut if using a shader without them, such as [[LightmappedGeneric]] or [[UnlitTwoTexture]]. If this is an issue, consider tying the water to a [[func_water_analog]].}}


[[Category:Material System]]
[[Category:Material System]]
[[Category:Shader parameters]]
[[Category:Shader parameters]]

Revision as of 08:01, 17 September 2024

Stub

This article or section is a stub. You can help by expanding it.

Compiles the texture as a water texture.

Example:

LightmappedGeneric
{
$basetexture "liquids/custom_water"
$bottommaterial "liquids/custom_water"
%compilewater 1
$nocull 1
}
Icon-Important.pngImportant:When using stock VBSP, detail contents are automatically removed from %CompileWater materials. While this is necessary for shaders with real-time reflections and refractions, such as Water and Refract, this means extra visleaves will be cut if using a shader without them, such as LightmappedGeneric or UnlitTwoTexture. If this is an issue, consider tying the water to a func_water_analog.