Difference between revisions of "WorldVertexTransition"

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(Expanded note, hopefully clearing up some confusion.)
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* Used to blend materials on [[Displacement#Blended displacement materials (alpha channel painting)|Displacement]] surfaces (terrain).  
 
* Used to blend materials on [[Displacement#Blended displacement materials (alpha channel painting)|Displacement]] surfaces (terrain).  
 
* The percentage blend of each of the two textures is defined by alpha painting in Hammer.  
 
* The percentage blend of each of the two textures is defined by alpha painting in Hammer.  
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===Basic VMT Syntax===
 
===Basic VMT Syntax===
  
  worldtwotextureblend ?
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  WorldVertexTransition ?
  
  
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* Use [[$basetexture2]] and [[$bumpmap2]] to define the second material.  
 
* Use [[$basetexture2]] and [[$bumpmap2]] to define the second material.  
  
{{note| that support for using this on a non-displacement surface will go away "soon", although it should also be noted that this is in [[Valve Time]].}}
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{{note|If a material with this shader is used on a ''non-displacement'' surface, the Source engine will generate a warning, saying that support for this is going away soon. However, the warning incorrectly calls the shader "WorldTwoTextureBlend". It should also be noted that this warning has been there for a couple of years - see [[Valve Time]].}}
  
 
[[Category:List of Shaders]]
 
[[Category:List of Shaders]]

Revision as of 19:31, 12 February 2008

  • Used to blend materials on Displacement surfaces (terrain).
  • The percentage blend of each of the two textures is defined by alpha painting in Hammer.
  • Two basetextures are vertex lit.

Basic VMT Syntax

WorldVertexTransition ?


Additional Parameters

Note:If a material with this shader is used on a non-displacement surface, the Source engine will generate a warning, saying that support for this is going away soon. However, the warning incorrectly calls the shader "WorldTwoTextureBlend". It should also be noted that this warning has been there for a couple of years - see Valve Time.