$decaltexture

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Template:Shaderparam It allows for a second UV channel to be defined for a model, allowing a decal texture to be placed on top of the base material. To use the parameter, the MDL must have been compiled from an FBX file and have a second UV channel defined.

Syntax

$decaltexture <string> // Path to the decal texture
$decalblendmode <bool> // Controls blending of decal: 0 = alpha masked, 1 = multiplied