Difference between revisions of "WorldVertexTransition"

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(Supported effects)
(Supported effects)
Line 30: Line 30:
 
* <code>[[$ssbump]]</code> (whole material only)
 
* <code>[[$ssbump]]</code> (whole material only)
 
* <code>[[$detail]]</code> (whole material only)
 
* <code>[[$detail]]</code> (whole material only)
* <code>[[$envmap]]</code> (will disable <code>[[$blendmodulatetexture]]</code> if both used)
+
* <code>[[$envmap]]</code> (might disable <code>[[$blendmodulatetexture]]</code> if both used)
 
* {{todo|<code>[[$outline]]</code>?}}
 
* {{todo|<code>[[$outline]]</code>?}}
 
* <code>[[$translucent]]</code> and <code>[[$alpha]]</code> (whole material only)
 
* <code>[[$translucent]]</code> and <code>[[$alpha]]</code> (whole material only)

Revision as of 10:28, 22 December 2016

Application without and with $blendmodulatetexture.

WorldVertexTransition is the shader used to blend the vertices of a displacement surface between two different materials. It handles two at once by using a mirrored set of parameters with "2" in their name.

The pattern of the blend is defined by Hammer's alpha painting tool. The blend is normally a linear gradient, but it can also be "stamped" by a texture specified with $blendmodulatetexture. This command makes the material look considerably better for very little cost - use it often!

Note:This shader now only works on displacements.

Example

WorldVertexTransition
{
	$basetexture nature/dirtfloor006a
	$surfaceprop dirt

	$basetexture2 nature/rockfloor005a
	$surfaceprop2 rock

	%tooltexture nature/blendrockgrass004a_tooltexture
}
  • Just about all 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 effects

See also