Cloud

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Cloud draws a $basetexture without lighting, maksed by $cloudalphatexture.
As the name implies its used for rendering Clouds.
It does this by multiplying $basetexture with $cloudalphatexture, including Alpha.
This works similar to $detail's $detailblendmode 8, except the Alpha is also multiplied.
Unlike other Shaders, the RGB Values are not affected by Fog. The Alpha IS however!
By default, this Shader uses Alpha Blending ( $translucent ).
Using $additive, this can be reconfigured to draw additively instead.

Todo: The $cloudalphatexture uses a second Texture Coordinate.

Either this Shader is supposed to be used on Brushes ( utilising the Lightmap Coordinates somehow ),

or it's supposed to be used on planes created via the MeshBuilder.

Supported Parameters

Defines an albedo texture.
Frame Parameter for $basetexture.
Defines an Alpha-Texture. The entire Texture, both RGB Values and Alpha, are multiplied with the $basetexture.
The Alpha Texture has a different texture-transform than the $basetexture, bringing variety to the Result.
Two-Dimensional Scalar for the $basetexturetransform. Works similar to $detailscale on other Shaders
Two-Dimensional Scalar for the $cloudalphatexture. Unlike $basetexture, this one does not have a related matrix texture-transform-parameter
Causes the Shader to render additively instead of blending via the alpha. Fog is only applied to the Alpha, not RGB Values, so using this Parameter effectively disables Fog.