CompileWater: Difference between revisions
Jump to navigation
Jump to search
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 and Refract, this means superfluous 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.
Code:Attempting to modify VBSP to apply CONTENTS_DETAIL on a water world brush will result in the water being invisible in-game. The associated particle effects will still be present, however.
SirYodaJedi (talk | contribs) No edit summary |
SirYodaJedi (talk | contribs) No edit summary |
||
Line 14: | Line 14: | ||
{{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 superfluous 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 superfluous 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]]. | ||
{{codenote|Attempting to modify VBSP to apply [[%CompileDetail|CONTENTS_DETAIL]] on a water world brush will result in the water being invisible in-game. The associated particle effects will still be present, however.}} }} | {{codenote|Attempting to modify VBSP to apply [[%CompileDetail|CONTENTS_DETAIL]] on a water world brush will result in the water being invisible in-game. The associated particle effects will still be present, however.}} }} | ||
== See also == | |||
* {{cmd|%CompileSlime}} | |||
[[Category:Material System]] | [[Category:Material System]] | ||
[[Category:Shader parameters]] | [[Category:Shader parameters]] |
Revision as of 11:31, 25 November 2024
Compiles the texture as having water contents (CONTENTS_WATER).
Example:
LightmappedGeneric { $basetexture "liquids/custom_water" $bottommaterial "liquids/custom_water" %compilewater 1 $nocull 1 }

