This article relates to the game "Counter-Strike 2". Click here for more information.
This article relates to the software/tool "Counter-Strike 2 Workshop Tools". Click here for more information.
This article's documentation is for Source 2. Click here for more information.

Csgo Environment

From Valve Developer Community
Jump to navigation Jump to search

English (en)Translate (Translate)

Csgo Environment is a simple shader in Counter-Strike 2, intended for being used on world geometry. Page is loosely organized based on how it appears in Material Editor.

Todo: Cleanup, document, and organize.

Material Variables

Material1

Color

  • Color (Image Input) - Diffuse color texture for this layer. Typically you will want to remove any baked in lighting information from this texture.
    • Image Suffix: _color

Tint Mask

  • Tint Mask (Image Input) - Grayscale mask texture that controls which areas should be color tinted. Black = no tinting. White = full tinting. You can specify the color tint directly using the 'color tint' attribute in the material - or more usefully use the 'color' attribute in Hammer to adjust the color tint on a per-instance basis.
    • Image Suffix: _mask

Lighting

  • Normal (Image Input)
    • Image Suffix: _normal
  • Roughness (Image Input)
    • Image Suffix: _rough
  • Ambient Occlusion (Image Input)
    • Image Suffix: _ao
  • Metalness (Image Input) - Controls color tinting of the specular highlites. The tint color is based on the underlying diffuse color texture. Typically used for metal materials but is useful on all surfaces when used sparingly.
    • Image Suffix: _metal

Height

  • Height (Image Input)
    • Image Suffix: _height

Texture Transform

  • Tex Coord Center - [Clarify]
    • Left Box - [Clarify], U coord, ranges 0-1
    • Right Box - [Clarify], V coord, ranges 0-1
  • Tex Coord Scale - Adjusts the U and V scale for this layer.
    • Left Box - [Clarify], U coord, multiplier, any number.
    • Right Box - [Clarify], V coord, multiplier, any number.
  • Tex Coord Rotation - Rotates the texture. Range is -360 to +360
  • Tex Coord Offset - Offsets the UVs for this map by the specified values.
    • Left Box - [Clarify], U coord, ranges 0-1
    • Right Box - [Clarify], V coord, ranges 0-1

Color

  • Color Tint - Multiplies the specified color over the entire layer.
  • Model Tint Amount (Range 0.000 - 1.000)
  • Scale TexCoord U By Model Scale Axis - [Clarify]
    • UV.u*model.x - [Clarify]
    • UV.u*model.y - [Clarify]
    • UV.u*model.z - [Clarify]
  • Scale TexCoord V By Model Scale Axis - [Clarify]
    • UV.u*model.x - [Clarify]
    • UV.u*model.y - [Clarify]
    • UV.u*model.z - [Clarify]

Self Illum (Appears When Toggled)

Todo: Description
  • Self Illum Mask (Image Input)
    • Image Suffix: _selfillum

Detail Texture (Appears When Toggled)

Todo: Description
  • Detail (Image Input)
    • Image Suffix: _detail
Note.png Note:  Appears When Mod2X, Overlay, or Overlay and Normals are selected.
  • Detail Normal (Image Input)
    • Image Suffix: _normal
Note.png Note:  Appears When Normals or Overlay and Normals are selected.
  • Detail Normal Strength - [Clarify] (Range: 0.000 - 1.000)
  • Detail Blend Factor - [Clarify] (Range: 0.000 - 1.000)
  • Tex Coord Scale - Adjusts the U and V scale for this layer.
    • Left Box - [Clarify], U coord, multiplier, any number.
    • Right Box - [Clarify], V coord, multiplier, any number.
  • Tex Coord Rotation - Rotates the texture. Range is -360 to +360
  • Detail Mask (Image Input)
    • Image Suffix: _detailmask
  • Detail Tex Coord Offset - [Clarify]
    • Left Box - [Clarify], U Coord (Range: 0.000 - 1.00)
    • Right Box - [Clarify], V Coord (Range: 0.000 - 1.00)
  • Detail Blend To Full - [Clarify] (Range: 0.000 - 1.00)
  • Use Secondary Uv For Detail Mask - [Clarify]
  • Use Secondary Uv For Detail Texture - [Clarify]

Fog

Todo: Description
  • Fog Enabled - Choose whether or not material is affected by fog.

Texture Address Mode

Todo: Description
  • Address Mode U - [Clarify]
    • Wrap - [Clarify]
    • Mirror - [Clarify]
    • Clamp - [Clarify]
    • Border - [Clarify]
    • MirrorOnce - [Clarify]
  • Address Mode V - [Clarify]
    • Wrap - [Clarify]
    • Mirror - [Clarify]
    • Clamp - [Clarify]
    • Border - [Clarify]
    • MirrorOnce - [Clarify]

Transmission (Appears When Toggled)

Todo: Description
  • Transmissive Color (Image Input)
    • Image Suffix: _color
Note.png Note:  Appears When Toggled


Shader Features

Shadows

  • Do Not Cast Shadows - Disables shadows being cast from this material.

2-Sided Rendering

  • Render Backfaces - Disables culling on backfaces.
  • Don't Flip Backface Normals - Doesn't flip the backfaces normals, when Render Backfaces is enabled.

Z-Buffering

  • Disable Z Buffering - [Clarify]
  • Depth Bias - [Clarify]
  • Occlusion Culling Bounds Scale - [Clarify]
    • When Enabled: Adds a variable multiplier with a range of 1.000 - 100.000

Z-Prepass

  • Disable Z Prepass - [Clarify]

Translucent

  • Alpha Test - [Clarify]
  • Translucent - [Clarify]
  • Additive Blend - [Clarify]

Per-Instance Tint Mask

  • Tint Mask - When enabled, adds a Tint Mask section to the Color variable.

PBR

  • Anistropic Gloss - [Clarify]
  • Self Illum - [Clarify]
  • Metalness Texture - When enabled, adds an image input to the Metalness variable.
  • Transmissive Backface Ndotl - [Clarify]
  • Use Albedo for Transmissive - [Clarify]
  • Disable Transmissive Shadows - [Clarify]
  • Cloth Shading - [Clarify]

Detail Texture

  • Detail Texture - [Clarify]
    • None - [Clarify]
    • Mod2x - [Clarify]
    • Overlay - [Clarify]
    • Normals - [Clarify]
    • Overlay and Normals - [Clarify]

Secondary UV

Animation

  • Texture Animation - [Clarify]
  • Texture Animation Mode - [Clarify]
    • Sequential - [Clarify]
    • Random - [Clarify]
    • Scripted - [Clarify]

Decal Texture

  • Decal Texture - Enables Decal Texture Variable.

Decal Blend Mode

  • Decal Blend Mode - [Clarify]

Vertex Color

  • Paint Vertex Colors - Allows the material to be painted with Vertex Colors inside Hammer.

Lightmapping

  • Ignore Face Normals for Lighting - [Clarify]