$envmapmask
{{subst:#if:|||
Important step for replacing wikilinks after you've created this page
After you click 'Edit' do what the image shows. If you can't see editing toolbar you need to enable it in 'Preferences' -> Editing -> checkbox 'Enable the editing toolbar'
![]() |
参见: {{LAuto}}
|
--- DON'T JUST BLINDLY DELETE THIS PART. DO REPLACE THE LINKS AND CATEGORIES. THE PICTURE SHOWS HOW TO USE IT ! ---
SEARCH FOR: \[\[(?!#|File(?:[ _]talk)?:|Image(?:[ _]talk)?:|Media:|Template(?:[ _]talk)?:|MediaWiki(?:[ _]talk)?:|Talk:|Category[ _]talk:|Project[ _]talk:|Valve[ _]Developer[ _]Community[ _]talk:|Help[ _]talk:|User(?:[ _]talk)?:|c:|commons:|Dictionary:|Google:|GoogleGroups:|IMDB:|M:|Meta:|Metawikipedia:|MW:|SdkBug:|SourceForge:|Steampowered:|W:|Wiki:|WikiBooks:|Wikipedia:|Wikiquote:|Wiktionary:|WP:)(:?(?:Category|Category|Help|Project|Valve[ _]Developer[ _]Community|Special|)(?:[^\|\]]+))(\|?.*?)\]\]
REPLACE WITH: {{subst:LAuto|$1$2}}
}}
As a courtesy, please do not edit this while this message is displayed.
If this page has not been edited for at least several hours to a few days, please remove this template. This message is intended to help reduce edit conflicts; please remove it between editing sessions to allow others to edit the page.
The person who added this notice will be listed in its edit history should you wish to contact them.

You can help by finishing the translation.
If this page cannot be translated for some reason, or is left untranslated for an extended period of time after this notice is posted, the page should be requested to be deleted.
Also, please make sure the article complies with the alternate languages guide.(en)
$envmapmask
是一个材质(en)着色器(en)参数,可在所有的 起源 游戏中使用。 It defines a specular mask which affects how strongly each pixel of a material reflects light from the $envmap. The mask should be a grayscale image in which entirely reflective areas are white and entirely matte areas are black. For diffuse type specularity which does not rely on
$envmap
, see $phong.


$envmapmask
which is not stored in a subfolder will cause the texture to fail loading in-game.
$envmapmask
will not work with materials using $bumpmap/ in most situations; see #Alternative_methods.

- LightmappedReflective (uses $normalmap)
- (仅存在于
之中) VertexLitGeneric
- (仅存在于
之中)LightmappedGeneric

$envmapmask
will not work with materials using $phong, at all. By default it will use the $basetexture's alpha channel for masking the envmap.
VMT syntax example
$envmapmask <texture>
VertexLitGeneric { $envmap env_cubemap $envmapmask "props/tvscreen_test" }
Additional parameters

$envmapmasktransform
$envmapmaskscale
$envmapmaskframe
CS:GO WorldVertexTransition Parameters
$envmapmask2
$envmapmasktransform2
$envmapframe2
Alternative methods
Rather than creating a whole new texture for a specular mask, you can embed one into the alpha channel of the $basetexture or $bumpmap. Model materials with $bumpmap must do this. Unfortunately, it won't reduce memory usage.
If you do use these commands, transformations and other such parameters applied to $basetexture / $bumpmap will also apply to the specular mask.

- Alpha channels embedded in $basetexture work in reverse. Transparent areas are reflective, opaque areas are matte. This is because, say, a window texture's alpha mask would be mostly black to allow for transparency -- yet that black part of the mask would also be the most reflective part. To avoid having to duplicate a texture file simply to invert the alpha mask, you can use this material parameter instead.
- The alpha channel is not inverted in
起源2007 and
反恐精英:全球攻势 for models, but the alpha channel is inverted for brushes!
- In
, the alpha channel is only inverted for models if $phong is disabled!
- In

- In CSGO, this parameter breaks materials using $translucent. Use $envmapmask or $normalmapalphaenvmapmask instead.
- In all of:
on VertexLitGeneric (Without $phong), WorldVertexTransition and LightmappedGeneric,
$basealphaenvmapmask
cannot be used with $bumpmap.
- In all of:
on LightmappedGeneric and WorldVertexTransition,
$basealphaenvmapmask
cannot be used with $selfillum, $seamless_detail or $distancealpha.
- In
, on LightmappedGeneric and WorldVertexTransition,
$basealphaenvmapmask
cannot be used with $detailblendmode "9" or $envmapanisotropy.
- In
, on Lightmapped_4WayBlend,
$basealphaenvmapmask
cannot be used with $selfillum. - This cannot be used with $bumpmap on LightmappedGeneric

- In all of:
on VertexLitGeneric (Without $phong),
$normalmapalphaenvmapmask
cannot be used with $selfillumfresnel.
注意: Using
$normalmapalphaenvmapmask
with $phong and $selfillumfresnel has special caveats that should be considered. Check $phong for for more information.
- In
, on LightmappedGeneric and WorldVertexTransition, $normalmapalphaenvmapmask cannot be used with $detailblendmode "9" or $envmapanisotropy. [todo tested in ?]
$selfillum_envmapmask_alpha
$envmapmaskintintmasktexture
Merging Specular Level into Normal Alpha in 3ds Max
To merge a Specular Level map into the Normal Map alpha, you can create a Composite Map node with the normal map in Layer 1 and the specular map in Mask 1. Then right-click the composite map, click Render Map and save this new image to file (remembering to keep the Gamma at 1.0 and using 32 bits per pixel in the save options).
These steps are automated in the Alpha Spec tool in Wall Worm 2.72+.
See also
- $basetexture
- $envmap (environment map)
- $phong (diffuse reflection)
- $selfillum