List of material proxies
Calculation
Add Adds two variables.
srcVar1
srcVar2
resultVar
Multiply Multiplies two variables.
srcVar1
srcVar2
resultVar
Subtract Subtracts the second variable from the first.
srcVar1
srcVar2
resultVar
Divide Divides the first variable by the second.
srcVar1
srcVar2
resultVar
Equals Copies the value of a variable to another.
srcVar1
resultVar
Abs Computes the absolute (i.e. unsigned) value of a variable.
srcVar1
resultVar
Frac
Returns the fractional component of a variable.

srcVar1
resultVar
Clamp Keeps a variable within a specified range.
min
max
srcVar1
resultVar
- srcVar1 and resultVar can be the same.
LessOrEqual Compares the first value to the second.
lessEqualVar
greaterVar
- Variable to copy to
resultVar
if this condition is met. srcVar1
srcVar2
resultVar
SelectFirstIfNonZero Selects the first value over the second if it is anything other than zero.
srcVar1
srcVar2
resultVar
Exponential A value that changes at a faster and faster rate.
srcVar1
- The exponent with which to calculate
offset
- Offset for exponent
minVal
maxVal
- Upper and lower value clamps
scale
resultVar
- scale * exp( srcVar1 + offset )
Tip:exp(5) = 148.413159
Number generation
Sine A sine wave.
sineperiod
- Period between wave peaks, in seconds.
sinemin
sinemax
- Values at the top and bottom of the wave
timeoffset
- Used to offset the starting position of the wave
resultVar
LinearRamp An ever-increasing float value.
rate
- Units per .
Confirm:second
initialValue
resultVar
CurrentTime The number of seconds the current map has been running on the server for.
resultVar
UniformNoise A noisy signal where each value is equally likely to occur.
minVal
maxVal
resultVar
GaussianNoise A noisy signal where values are biased towards the average.
mean
- The average value around which the noise will centre
halfWidth
- The distance from the average at which it's only 30% likely to occur.
minVal
maxVal
resultVar
MatrixRotate A rotation matrix from the provided axis and angle.
axisVar
- Axis of rotation, in the format
[x y z]
angle
- Degrees of rotation around axis.
resultVar
- The result of this is a transformation matrix, suitable to set
$basetexturetransform
and other similar variables.
PlayerLogo Unknown
- Todo: found in L4D2 decals/playerlogo##.vmt
PlayerProximity The distance between the entity the material is applied to and the local player.
scale
- The value is rescaled to be between 0 and the scale value.
resultVar
PlayerView The dot product of the player's view angle and the relative origin of the material's entity.
scale
- The value is rescaled to be between 0 and the scale value.
resultVar
PlayerSpeed Speed of the local player.
scale
- The value is rescaled to be between 0 and the scale value.
resultVar
PlayerPosition The local player's position.
scale
- The value is rescaled to be between 0 and the scale value.
resultVar
- =
[x y z]
PlayerHealth The local player's health (0-1).
scale
- The value is rescaled to be between 0 and the scale value.
resultVar
PlayerDamageTime The number of seconds since the local player was last damaged.
scale
- The value is rescaled to be between 0 and the scale value.
resultVar
EntitySpeed The material's entity's speed.
scale
- The value is rescaled to be between 0 and the scale value.
resultVar
EntityRandom
A static random number associated with the entity the material is applied to. Helpful for staggering effects that appear on multiple objects.
scale
- The value is rescaled to be between 0 and the scale value.
resultVar
Texture manipulation
AnimatedTexture Increments the current frame of an animated VTF.
animatedtexturevar
- Texture to increment frame for (i.e.
$basetexture
,$bumpmap
,$normalmap
(both$bumpmap
and$normalmap
use$bumpframe
)) animatedtextureframenumvar
- Frame variable to increment (i.e.
$frame
,$bumpframe
) animatedtextureframerate
- Framerate in frames per second. Fixed; cannot be changed once set.
TextureTransform Generates a texture transform matrix for use with $basetexturetransform etc.
centerVar
scaleVar
rotateVar
translateVar
- Optional input variables for the matrix. Each one can be a float or a 2D vector.
resultVar
TextureScroll Returns a transform matrix or vector that will translate a texture at a given angle at a given rate.
textureScrollVar
- Destination for the resulting transformation.
textureScrollRate
- Rate of scroll in units per second.
textureScrollAngle
- Angle of rotation to move along. (90 = up, 180 = left, etc)
LampBeam Modulates the material's alpha value based on angle between the beam's direction and the viewer's eye point. This is used to make the beams of volumetric light on lights fade as you look at them dead on. Must be attached to entity for angle use.
LampHalo Modulates the material's alpha value based on angle between the beam's direction and the viewer's eye point. Like the LampBeam proxy, but used for the halo at the beam's base. Must be attached to entity for angle use.
CustomSteamImageOnModel Replaces the $baseTexture with a custom texture. No parameters.
Entity integration
MaterialModify / MaterialModifyAnimated Used in conjunction with the material_modify_control entity to configure arbitrary parameters from map I/O. Only works when the material is applied to an entity. MaterialModify takes no parameters. MaterialModifyAnimated takes the same parameters as AnimatedTexture.
WaterLOD Coordinates water LOD values between the map's water_lod_control entity and the material's internal values.
$CHEAPWATERSTARTDISTANCE
- Start distance for cheap water
Note:must be set outside of proxy block.
$CHEAPWATERENDDISTANCE
- End distance for cheap water
Note:must be set outside of proxy block.
BreakableSurface
Sets the base texture to a material name held by the entity (used for switching surface material on shatter). Must be attached to a func_breakable_surf
entity.
ConveyorScroll
Returns the scroll parameters for a texture used as a conveyor. Must be attached to func_conveyor
entity.
textureScrollVar
- Name of variable to place result in. Must be a matrix or vector type variable (i.e.
$baseTextureOffset
).
Camo Only used by material "Dev\dev_camo.vmt".
camopatterntexture
- [Todo]
camoboundingboxmin
- [Todo]
camoboundingboxmax
- [Todo]
surfaceprop
HeliBlade [Todo]
ParticleSphereProxy
Only used by material "particle\SmokeStack.vmt". Seems to be defined in particle_proxies.cpp
. Valve remark: "FIXME: Is this even needed any more?"
Shadow Only used by material decals\rendershadow.vmt. No known parameters.
ShadowModel Only used by material decals\rendermodelshadow.vmt. No known parameters.
ToggleTexture Toggles a texture based on the frame number set by env_texturetoggle. Must be attached to an entity.
toggleTextureVar
- Texture to modify based on frames.
toggleTextureFrameNumVar
- Variable used for frame number.
toggleShouldWrap
- Whether the animation should wrap over not.
Utility
Empty Used to comment out proxies. Surround a bunch of proxies with the empty proxy to cause those proxies to not operate.
Game Specific
Team Fortress 2
spy_invis Related to the $cloakPassEnabled parameter. Typical found in player model materials. No parameters.
weapon_invis Related to the $cloakPassEnabled parameter. Typical found in weapon world model materials. No parameters.
vm_invis Related to the $cloakPassEnabled parameter. Typical found in weapon view model materials. No parameters.
invis Same as the former three, planned replacement since February 22, 2013 Patch because none of them are different from each other.
building_invis [Todo]
CommunityWeapon Passes the value '1' when item is flagged as a 'Community Weapons'. Passes '0' otherwise.
resultVar
InvulnLevel Passes a float value to set the opacity of the invulnerability effect when a player has been'Übered'.
resultVar
BurnLevel Passes a float value to set the opacity of the fire overlay effect when a player has been burned.
resultVar
YellowLevel Passes an RGB value when 'Jarate' has been used on a player.
resultVar
ModelGlowColor When active passes hard coded color value to create the 'crit' glow effect. Color is either Red or Blue. When inactive value is pure white (255 255 255).
resultVar
ItemTintColor Passes an RGB value when a Paint Can is used. Value is specific to Paint color. Passes '0' when no Paint is used.
resultVar
BuildingRescueLevel Passes a transform matrix to set the amplitude of the Rescue Ranger display.
resultVar
TeamTexture Changes the animation frame of the texture depending on the current team
resultVar
PlayerTeamMatch func_respawnroomvisualizer result
resultVar
AnimatedWeaponSheen Performs the killstreak effect
animatedtexturevar
animatedtextureframenumvar
animatedtextureframerate
WeaponSkin [Todo]
ShieldFalloff [Todo]
WheatlyEyeGlow [Todo]
StatTrakIllum [Todo]
StatTrakDigit [Todo]
StatTrakIcon [Todo]
StickybombGlowColor [Todo]
SniperRifleCharge [Todo]
CustomSteamImageOnModel [Todo]
Heartbeat [Todo]
Left 4 Dead 2
PlayerTeam Returns a value depending on the team the player is currently in.
team
- Unknown
resultVar
- 0 = survivor / 1 = infected / 2 = spectator
BloodyHands Returns a value between 0 and 1 depending on the number of hits with a melee weapon.
resultVar
- number of hits / 5
- doesn't go over 1 after 5 hits
- value is shared between world and view model
IT Returns a value between 0 and 1 depending on the fact that the survivor is covered in Boomer bile.
resultVar
- 1 = fully covered / 0 = not covered
BurnLevel Passes a float value to set the opacity of the fire overlay effect when an infected has been burned.
resultVar
- 1 = on fire / 0 = not on fire
BBQLevel Seen in materials\models\infected\hulk\hulk_01.vmt
resultVar
Portal 2
FizzlerVortex Gives fizzlers their effects. Doesn't take any arguments.