WorldVertexTransition
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Application without and with
$blendmodulatetexture.
WorldVertexTransition It isused to blend the vertices of a displacement surface between two different materials. It handles two at once by using a mirrored set of parameters with "2" in their name.
The pattern of the blend is defined by Hammer's alpha painting tool. The blend is normally a linear gradient, but it can also be "stamped" by a texture specified with $blendmodulatetexture. This command makes the material look considerably better for very little cost - use it often!
Example
WorldVertexTransition
{
$basetexture nature/dirtfloor006a
$surfaceprop dirt
$basetexture2 nature/rockfloor005a
$surfaceprop2 rock
%tooltexture nature/blendrockgrass004a_tooltexture
}
- Some visual effects can be selectively applied to one sub-material or the other. See the relevant articles for more details.
- The Hammer material browser won't be able to display a preview of the material unless it's given a
%tooltexture.
Supported Parameters
- $blendmodulatetexture (in all games since
) - Modulate the blending between materials using a special texture.
- $bumpmap
- Bumpmapping.
- $detail
- Detail texturing. Applies the same detail texture to both materials.
- $envmap
- Specular reflections. Todo: Might disable
$blendmodulatetextureif both are used. - $lightwarptexture (in all games since
) - Per-texel color modification via a warp texture. Applies the lightwarp to both materials.
- $seamless_scale Template:EP2 add
- Mitigation for displacement texture stretching.
- $selfillum
- Self-illumination. Applies the self-illumination to both materials. Todo: Might disable
$blendmodulatetextureif both are used. - $ssbump Template:EP2 add
- Self-shadowing bumpmapping. If two bumpmaps are used, both must be self-shadowing bumpmaps in order for this to work properly.
- $translucent
- $alpha
- Expensive and cheap transparency. Applies the transparency to both materials.
- $phong Template:CSGO add
- Diffuse reflections.
only.
See also
- LightmappedGeneric, the standard shader for lightmapped surfaces.
- Lightmapped_4WayBlend, an upgraded displacement blend shader for
. - LightmappedTwoTexture, a brush shader that multiplies a texture on top of another one.
- WorldTwoTextureBlend, a brush shader that applies a texture on top of another one using $detail.
- Displacement, the surface type this shader is used on.