WorldVertexTransition
This article needs to be updated to include current information regarding the subject. |

$blendmodulatetexture
.WorldVertexTransition
is a material shader available in all Source games. It is 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!

LightmappedGeneric
version of the material automatically, discarding the secondary texture.To do: This shader was significantly upgraded in with new parameters, a new layer blending mode, drop shadows, and support for layer-specific detail textures and specular masks. Document these.
Example
WorldVertexTransition { $basetexture nature/dirtfloor006a $surfaceprop dirt $basetexture2 nature/rockfloor005a $surfaceprop2 rock %tooltexture nature/blendrockgrass004a_tooltexture }
- Some 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 Parameters
$blendmodulatetexture
(in all games since)
- Modulate the blending between materials using a special texture.
$bumpmap
- Bumpmapping.
$detail
- Detail texturing. Applies the same detail texture to both materials. In
, each layer can use their own detail texture.
$envmap
- Specular reflections. In
, each layer can have their own specular mask. To do: Might disable
$blendmodulatetexture
if both are used. $lightwarptexture
(in all games since)
- Per-texel color modification via a warp texture. Applies the lightwarp to both materials.
$seamless_scale
(in all games since)
- Mitigation for displacement texture stretching.
$selfillum
- Self-illumination. Applies the self-illumination to both materials. To do: Might disable
$blendmodulatetexture
if both are used. $ssbump
(in all games since)
- Self-shadowing bumpmapping. If two bumpmaps are used, both must be self-shadowing bumpmaps in order for this to work properly.
$translucent
$alpha
- Expensive and cheap transparency. Applies the transparency to both materials.
$phong
(only in)
- Diffuse reflections.
See also
- LightmappedGeneric, the standard shader for lightmapped surfaces.
- Lightmapped_4WayBlend, an upgraded displacement blend shader for
.
- LightmappedTwoTexture, a brush shader that multiplies a texture on top of another one.
- WorldTwoTextureBlend, a brush shader that applies a texture on top of another one using $detail.
- Displacement, the surface type this shader is used on.