%CompileWater

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Compiles the texture as having water contents (CONTENTS_WATER).

Example:

LightmappedGeneric
{
$basetexture "liquids/custom_water"
$bottommaterial "liquids/custom_water"
%compilewater 1
$nocull 1
}
Icon-Important.pngImportant:When using stock VBSP, detail contents are automatically removed from %CompileWater materials. While this is necessary for shaders with real-time reflections and refractions, such as Water and Refract, this means superfluous visleaves will be cut if using a shader without them, such as LightmappedGeneric or UnlitTwoTexture. If this is an issue, consider tying the water to a func_water_analog.
Cpp.pngCode:Attempting to modify VBSP to apply CONTENTS_DETAIL on a water world brush will result in the water being invisible in-game. The associated particle effects will still be present, however.

See also