Difference between revisions of "$decaltexture"
Deprecated (talk | contribs) (Added $modeldecalignorez and some additional decal blending modes) |
Deprecated (talk | contribs) m ($decalblendmode is int, not bool) |
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== Parameters and Effects == | == Parameters and Effects == | ||
{{MatParam|$decaltexture|texture|The decal texture.}} | {{MatParam|$decaltexture|texture|The decal texture.}} | ||
− | {{MatParam|$decalblendmode| | + | {{MatParam|$decalblendmode|int|Set the decal's blend mode. Mode 0 is alpha masked, mode 1 is multiplied, mode 2 is multiplied x2, 3 is additive.}} |
: {{note|If set to 1, {{ent|$phong}} will not function on the material.}} | : {{note|If set to 1, {{ent|$phong}} will not function on the material.}} | ||
{{MatParam|$modeldecalignorez|bool|If enabled, model decals will ignore depth.}} | {{MatParam|$modeldecalignorez|bool|If enabled, model decals will ignore depth.}} | ||
[[Category:List of Shader Parameters|D]] | [[Category:List of Shader Parameters|D]] |
Revision as of 19:54, 28 August 2020
$decaltexture
is a material shader parameter available in Counter-Strike: Global Offensive for
VertexLitGeneric
. 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.

Parameters and Effects
$decaltexture
<texture>
- The decal texture.
$decalblendmode
<integer>
- Set the decal's blend mode. Mode 0 is alpha masked, mode 1 is multiplied, mode 2 is multiplied x2, 3 is additive.
Note: If set to 1,
$phong
will not function on the material.$modeldecalignorez
<boolean>
- If enabled, model decals will ignore depth.