$decaltexture: Difference between revisions

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{{This is a|shader parameter|name=$decaltexture|game=Counter-Strike: Global Offensive}} It allows for a second UV channel to be defined for a model, allowing a decal texture to be placed on top of the base material. To use the parameter, the [[MDL]] must have been compiled from an FBX file and have a second UV channel defined.
{{This is a|shader parameter|name=$decaltexture|game=Counter-Strike: Global Offensive}} It allows for a second UV channel to be defined for a model, allowing a decal texture to be placed on top of the base material. To use the parameter, the [[MDL]] must have been compiled from an [[FBX]] file and have a second UV channel defined.
{{bug|Using [[VBSP]]'s <code>-StaticPropCombine</code> parameter appears to break this effect on autocombined models in some cases.}}
{{bug|Using [[VBSP]]'s <code>-StaticPropCombine</code> parameter appears to break this effect on autocombined models in some cases.}}



Revision as of 06:15, 19 September 2024

$decaltexture is a material shader parameter available in Counter-Strike: Global Offensive Counter-Strike: Global Offensive. It allows for a second UV channel to be defined for a model, allowing a decal texture to be placed on top of the base material. To use the parameter, the MDL must have been compiled from an FBX file and have a second UV channel defined.

Icon-Bug.pngBug:Using VBSP's -StaticPropCombine parameter appears to break this effect on autocombined models in some cases.  [todo tested in ?]
Here, each label on the crates is laid out on a separate UV channel to that of the main texture – this allows easy and efficient reuse of the same labels/decals on many different props without losing texture resolution.

Parameters and Effects

$decaltexture $decalblendmode $modeldecalignorez