WorldVertexTransition

From Valve Developer Community
Jump to navigation Jump to search
Broom icon.png
This article or section needs to be updated to include current information regarding the subject.
Remember to check for any notes left by the tagger at this article's talk page.
Application without and with $blendmodulatetexture.

Shader-ball.png WorldVertexTransition It is a shader functionally similar to LightmappedGeneric primarily used to perform a per-vertex linear blend between two textures on a displacement surface. Many of the parameter definitions for the secondary material are the same as the first material except with a "2" at the end. ex: $basetexture2

You can choose which texture you would like to appear on a vertex using Hammer's alpha painting tool. The blend is normally a linear gradient, but you can control the blend on a per-pixel basis by specifying $blendmodulatetexture in the material.

Caveats

Note.pngNote:You can also use $vertexalpha to create a material that fades out. This uses the first $basetexture then fades out with the blend. Unfortunately, it is treated the same as a material with $translucent and can have sorting issues with other transparency objects.
Note.pngNote:This shader now only works on displacements. If used on a regular brush, VBSP will generate and pack a LightmappedGeneric version of the material automatically, discarding the secondary texture.
Note.pngNote:The shader LightmappedGeneric does texture blending as well and supports many of the same features as this shader.
Icon-Bug.pngBug:$blendmodulatetexture does not display in hammer despite the shader LightmappedGeneric displaying it correctly. Instead it displays a linear blend. This has been fixed in Garry's Mod  [todo tested in ?]
Todo: This shader was significantly upgraded in Counter-Strike: Global Offensive with new parameters, a new layer blending mode, drop shadows, and support for layer-specific detail textures and specular masks. Document these.

Example

WorldVertexTransition
{
	$basetexture nature/dirtfloor006a
	$surfaceprop dirt

	$basetexture2 nature/rockfloor005a
	$surfaceprop2 rock

	%tooltexture nature/blendrockgrass004a_tooltexture
}
  • Some visual effects can be selectively applied to one sub-material or the other. See the relevant articles for more details.
  • The Hammer material browser won't be able to display a preview of the material unless it's given a %tooltexture.

Supported Parameters

$basetexture
The first texture in the blend.
$basetexture2
The second texture to blend to.
$bumpmap
bumpmap for the first texture.
$bumpmap2
bumpmap for the second texture.
$blendmodulate
Modulate the blending between materials using a special texture.
$detail
Detail texturing. Applies the same detail texture to both materials. In Counter-Strike: Global Offensive, each layer can use their own detail texture.
$envmap
Specular reflections. In Counter-Strike: Global Offensive, each layer can have their own specular mask.
Todo: Might disable $blendmodulatetexture if both are used.
$lightwarptexture
Per-texel color modification via a warp texture. Applies the lightwarp to both materials.
$seamless_scale
Mitigation for displacement texture stretching.
$selfillum
Self-illumination. Applies the self-illumination to both materials.
Todo: Might disable $blendmodulatetexture if both are used.
$ssbump
Self-shadowing bumpmapping. If two bumpmaps are used, both must be self-shadowing bumpmaps in order for this to work properly.
$translucent
$alpha
Expensive and cheap transparency. Applies the transparency to both materials.
$vertexalpha
Causes the material to blend between the primary texture and full transparency. Automatically marks the material as $translucent.
$additive
Adds the color of the pixels on the surface with the pixels of objects behind it.
$phong
Diffuse reflections.
[[%detailtype|%detailtype]]
Specifies what Detail props to spawn on the material. The string should be the name of a detail type outlined in "detail.vbsp" or your specified .vbsp file.

See also