UnlitTwoTexture
- Two base textures are multiplied together and can be transformed independently. (Just like the Multiply blending mode in typical image editors.)
- Unrelated to WorldVertexTransition, which is used for making alpha fading transitions between two base textures on displacements.



Parameters
$basetexture
The first Texture that is used, how it is used depends on the effects which are enabled.
By default $basetexture
will be multiplied with $texture2
.
$frame
$basetexturetransform
$texture2
Second Texture that is used in different ways depending on which effects are used.
By default $basetexture
will be multiplied with $texture2
.

$frame2
$texture2transform
$color
$color2
$beachfoam

On the Dangerzone Wave Model, both $texture2
and $basetexture
use the 'Beachwaves' Texture.
The 'Beachwaves' Texture uses the RGB channels for different purposes.
- Red Channel : Waves Albedo Texture
- Green Channel : Distortion/Noise for the Red Channel
- Blue Channel : Distortion/Noise for the Red Channel
$CrosshairMode
$texture2
is used for a framebuffer texture.
The result will be blended between Crosshair Texture + CrosshairTint
and Crosshair Texture * CrosshairTint
using Average Luminance of $texture2 * $CrosshairColorAdapt
$CrosshairTint
$CrosshairColorAdapt
E.G.
Stock .vmt hl2/materials/models/props_combine/portalball001_sheet.vmt
"UnlitTwoTexture"
{
"$basetexture" "models/props_combine/portalball001_sheet"
"$texture2" "models/props_combine/portalball001b_sheet"
"$model" 1
"$nocull" "1"
"$additive" "1"
"Proxies"
{
"TextureScroll"
{
"texturescrollvar" "$texture2transform"
"texturescrollrate" -.2
"texturescrollangle" 60
}
}
}
models/props/hr_massive/beachwaves/beachwaves.vmt
UnlitTwoTexture
{
"$beachfoam" "1"
"$basetexture" "models/props/hr_massive/beachwaves/beachwaves"
"$texture2" "models/props/hr_massive/beachwaves/beachwaves"
"$additive" "1"
}