Material proxies
The basics
Material proxies allow materials to change their rendering properties (color, alpha values, etc) using game state and scripted equations. Proxies are defined as a block of text, using key/value pairing, inside of the VMT description of a material. Proxies are available for all materials.
A proxy is defined as in the following example:
"LightmappedGeneric" { "$basetexture" "shadertest/LightmappedTexture" // Inside these braces are where all the proxies go "Proxies" { // This is a sine proxy "Sine" { // This is the data for the sine proxy // Notice there is no '$' on the proxy variables "resultVar" "$alpha" "sineperiod" 8 "sinemin" 0 "sinemax" 1 } } }
The above block of text instructs the material to use the Sine
material proxy to modify the alpha
value of the material when rendered. The other entries define parameters for the proxy to use in its calculations. Here the sine wave has a sineperiod
of 8 seconds and oscillates between a value of "0" and "1".
It is possible to define multiple proxies in one material within the Proxies section of that material's definition. If multiple proxies are defined, they are executed in a top to bottom order.
"Proxies" { // This is executed first "A" { . . . } // This is executed second "B" { . . . } }
Variables
Like a standard programming language, the material proxies may declare temporary local variables to be used to store intermediate values for further use later in the proxy. Variables are declared outside of the Proxies block and have default values specified on their right-hand side.
"LightmappedGeneric" { "$basetexture" "shadertest/LightmappedTexture" // A local variable for this material, defaulting to "0.5" "$myScale" 0.5 "Proxies" { . . . } }
There is no practical limit to the number of local variables declared. Local variables may be used to store results from proxies, or to pass data into proxies as parameters. They are often employed to chain mathematic function proxies (i.e. Add, Subtract, etc) together into longer equations for rendering values.
Common result variables
The following values are commonly used as $resultVar variables.
$alpha |
Fade value (0 = transparent, 1 = opaque) |
$color |
Modulation color (R,G,B) (1,1,1) = white, (0,0,0) = black |
$envmapmaskscale |
An amount to scale the environment map mask |
$frame |
Frame number of an animated texture |
$envmaptint |
Modulation color for the environment map |
$selfillumtint |
Modulation color for the self-illumination |

$alpha
and $color
values are clamped between 0 and 1.
$color
and $baseTextureOffset
can be accessed like an array. "$color[0]"
would access the red component of the variable.Writing material proxy implementations
Although many generic proxies are included in the client already, it will sometimes be necessary to create a custom material proxy for your MOD. To do this, code will be required on the client-side. Material proxies are descended from the IMaterialProxy
interface class. The proxy has three main functions to do its work in. The first is the Init() function, defined as:
bool Init( IMaterial *pMaterial, KeyValues *pKeyValues ); pMaterial Material we're acting on pKeyValues List of key-value pairs for this material
The Init()
function is called when a material is first created in a session. This function allows you to setup internal state for the material proxy, usually consisting of obtaining references to material variables for later use.
void OnBind( void *pC_BaseEntity ); pC_BaseEntity Entity this material is being applied to (if any)
The OnBind()
function is called every time Bind()
is called on a material. This is where most of the material proxy's work is done.
Finally, the proxy must expose its interface so that the named reference to the proxy can be linked up to the class implementation. This is done via the EXPOSE_INTERFACE
macro.
EXPOSE_INTERFACE( className, interfaceName, proxyName IMATERIAL_PROXY_INTERFACE_VERSION );

DummyProxy.cpp
for an example of a simple material proxy.