Difference between revisions of "$decaltexture"
m (Added stipulation of using decaltexture) |
|||
Line 14: | Line 14: | ||
: * 3 = Additive | : * 3 = Additive | ||
{{bug|Mode 0 and 1 will not render in Hammer, however the basetexture will still render. Mode 2 and 3 will cause the model to render completely black in Hammer. It will still appear correctly in game though.}} | {{bug|Mode 0 and 1 will not render in Hammer, however the basetexture will still render. Mode 2 and 3 will cause the model to render completely black in Hammer. It will still appear correctly in game though.}} | ||
+ | {{note|$decalblendmode MUST be defined in order for $decaltexture to work.}} | ||
{{MatParam|$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]] |
Latest revision as of 21:37, 10 September 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.
- * 0 = Alpha Masked
- * 1 = Multiplied
Note: If set to 1,
$phong
will not function on the material.- * 2 = Modulate (functions like DecalModulate, or Photoshop's Overlay blend mode)
Note: Mode 2 expects sRGB input, not linear. This means ~0.73 gray acts as the mid point, instead of 0.5
- * 3 = Additive


$modeldecalignorez
<boolean>
- If enabled, model decals will ignore depth.