WorldVertexTransition
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Application without and with
$blendmodulatetexture
.
WorldVertexTransition
It is used 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!

Todo: This shader was significantly upgraded in
with new parameters, a new layer blending mode, drop shadows, and support for layer-specific detail textures and specular masks. Document these.

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. In
, each layer can use their own detail texture.
- $envmap
- Specular reflections. In
, each layer can have their own specular mask.
Todo: Might disable$blendmodulatetexture
if both are used. - $lightwarptexture (in all games since
)
- Per-texel color modification via a warp texture. Applies the lightwarp to both materials.
- $seamless_scale (in all games since
)
- Mitigation for displacement texture stretching.
- $selfillum
- Self-illumination. Applies the self-illumination to both materials. Todo: Might disable
$blendmodulatetexture
if both are used. - $ssbump (in all games since
)
- 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 (only in
)
- Diffuse reflections.
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.