%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 }
Important: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.
Code: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.