Lista de proxies de material
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January 2024
Todos los proxies de material utilizables en materiales de los juegos están en esta lista, junto a los proxies presentes en juegos específicos (en su mayoría de Valve).
Cálculo
Add Adds two variables.
srcVar1
srcVar2
resultVar
Multiply Multiplies two variables.
srcVar1
srcVar2
resultVar
Subtract Subtracts the second variable from the first.
srcVar1
srcVar2
resultVar
Divide Divides the first variable by the second.
srcVar1
srcVar2
resultVar
Equals Copies the value of a variable to another.
srcVar1
resultVar
Abs Computes the absolute (i.e. unsigned ) value of a variable.
srcVar1
resultVar
Frac
Returns the fractional component of a variable.srcVar1
resultVar
Int
Returns the integer component of a variable.srcVar1
resultVar
Clamp Keeps a variable within a specified range.
min
max
srcVar1
resultVar
- srcVar1 and resultVar can be the same.
LessOrEqual Compares the first value to the second.
lessEqualVar
- If
srcVar1 <= srcVar2
then the value of this variable is copied intoresultVar
greaterVar
- If
srcVar1 > srcVar2
then the value of this variable is copied intoresultVar
srcVar1
srcVar2
resultVar
SelectFirstIfNonZero Selects the first value over the second if it is anything other than zero.
srcVar1
srcVar2
resultVar
WrapMinMax Constrains a value into a range, wrapping around if it exceeds it.
srcVar1
- The value to constrain.
minVal
maxVal
- Range to constrain the value to. If min is less than max, min is always returned.
resultVar
- The variable to write the results to.
Exponential A value that changes at a faster and faster rate .
minVal
maxVal
- Upper and lower value clamps.
srcVar1
offset
scale
resultVar
- resultVar = scale * exp( srcVar1 + offset ) Consejo:exp(5) = 148.413159
Generación numérica
Sine A sine wave .
sineperiod
- Period between wave peaks, in seconds.
sinemin
sinemax
- Values at the top and bottom of the wave
timeoffset
- Used to offset the starting position of the wave
resultVar
LinearRamp An ever-increasing float value.
rate
- Units per second.
initialValue
- Value at map start.
resultVar
CurrentTime The number of seconds the current map has been running on the server for.
resultVar
- This is intended to set the
$time
shader variable, used by several shaders to adjust their effects over time.
UniformNoise A noisy signal where each value is equally likely to occur.
minVal
maxVal
resultVar
GaussianNoise A noisy signal where values are biased towards the average.
mean
- The average value around which the noise will centre
halfWidth
- The distance from the average at which it's only 30% likely to occur.
minVal
maxVal
resultVar
MatrixRotate A rotation matrix from the provided axis and angle.
axisVar
- Axis of rotation, in the format
[x y z]
angle
- Degrees of rotation around axis.
resultVar
- The result of this is a transformation matrix, suitable to set
$basetexturetransform
and other similar variables.
Datos de acceso de entidades
These proxies read values from the entity the proxy is applied to.
Alpha
Copies the entity's Render Alpha value to the $alpha
material parameter.
$alpha
- The alpha material variable is set to the Render Alpha value.
Cycle Outputs the progress through the current animation of the entity.
start
- The value to output at the start of the animation. This can't be a variable reference.
end
- The value to output at the end of the animation. This can't be a variable reference.
easein
- Apply easing to the beginning of the output. This can't be a variable reference.
easeout
- Apply easing to the beginning of the output. This can't be a variable reference.
resultVar
- The variable to store the result in.
PlayerProximity The distance between the entity the material is applied to and the local player.
scale
- The value is rescaled to be between 0 and the scale value.
resultVar
PlayerTeamMatch Returns 1 if the team of the entity the material is applied to matches that of the local player. Used in TF2 for func_respawnroomvisualizer .
resultVar
- This value is 1 if the local player is on the same team and 0 if the local player is not.
PlayerView The dot product of the player's view angle and the relative origin of the material's entity.
scale
- The value is rescaled to be between 0 and the scale value.
resultVar
PlayerSpeed Speed of the local player.
scale
- The value is multiplied by this value. This factor defaults to
0.005
. resultVar
PlayerPosition The local player's position.
scale
- The value is multiplied by this value. This factor defaults to
0.005
. resultVar
- Set to the vector position.
EntitySpeed The material's entity's speed.
resultVar
- The current speed of this entity, in units per second.
EntityOrigin The material's entity's origin. The variable set cannot be changed.
$entityorigin
- Set to the origin of the entity.
EntityRandom A static random number associated with the entity the material is applied to. Helpful for staggering effects that appear on multiple objects.
scale
- The value is rescaled to be between 0 and the scale value.
resultVar
Health The material's entity's health (0-1).
scale
- The value is rescaled to be between 0 and the scale value.
resultVar
IsNPC Returns whether the material is applied to a NPC. Used in HL2 for npc_hunter 's eye glow, which is supposed to stay off on ragdolls.
scale
- The value to return when the material is applied to a NPC. Despite the name, nothing in this process is actually multiplied. (although this must be a float)
resultVar
- If the material is applied to a NPC, this value is equal to
scale
. Otherwise, this value stays at 0.
WorldDims The dimensions of the world entity. The variables set cannot be changed.
$world_mins
- Set to the minimum X/Y/Z coordinates.
$world_maxs
- Set to the maximum X/Y/Z coodinates.
CrosshairColor The color of the local player's crosshair. cl_crosshaircolor_(r, g, b)
resultVar
- Returns [r g b] with values from 0 to 1.
Manipulación de texturas
AnimatedTexture Increments the current frame of an animated VTF.
animatedtexturevar
- Texture to increment frame for.
- ( i.e.
$basetexture
,$bumpmap
,$normalmap
,$envmapmask
,$detail
) animatedtextureframenumvar
- Frame variable to increment.
- ( i.e.
$frame
,$bumpframe
,$envmapmaskframe
,$detailframe
) animatedtextureframerate
- Framerate in frames per second. Fixed; cannot be changed once set.
AnimatedEntityTexture Identical to AnimatedTexture, except the entity controls when the animation starts and is "notified" when the animation is wrapped.
animatedtexturevar
animatedtextureframenumvar
animatedtextureframerate
AnimatedOffsetTexture Identical to AnimatedTexture, except the animation begins when the entity it's applied to spawns.
animatedtexturevar
animatedtextureframenumvar
animatedtextureframerate
AnimateSpecificTexture Identical to AnimatedTexture, except only the specified texture could be animated.
animatedtexturevar
animatedtextureframenumvar
animatedtextureframerate
onlyAnimateOnTexture
- The full path for the texture that this proxy should function with.
Pupil Used for character's eyes, computes the light brightness at the material's position and reacts to bright lights by incrementing the texture's frame.
TextureVar
- Texture to increment frame for.
TextureFrameNumVar
- Frame variable to increment.
PupilCloseRate
- The maximum speed the pupil can close, in fractions/second. The default is 0.1.
PupilOpenRate
- The maximum speed the pupil can open, in fractions/second. The default is 0.03.
$lighting
- This material variable is used to store the previous frame, and should be set to 0.5 in the material. It will be set to the average light value, from 0-1.
TextureTransform Generates a texture transform matrix for use with $basetexturetransform etc.
centerVar
scaleVar
rotateVar
translateVar
- Optional input variables for the matrix. Each one can be a float or a 2D vector.
resultVar
TextureScroll Returns a transform matrix or vector that will translate a texture at a given angle at a given rate.
textureScrollVar
- Destination for the resulting transformation.
textureScrollRate
- Rate of scroll in units per second.
textureScrollAngle
- Angle of rotation to move along. (90 = up, 180 = left, etc)
LampBeam Modulates the material's alpha value based on angle between the beam's direction and the viewer's eye point. This is used to make the beams of volumetric light on lights fade as you look at them dead on. Must be attached to entity for angle use.
LampHalo Modulates the material's alpha value based on angle between the beam's direction and the viewer's eye point. Like the LampBeam proxy, but used for the halo at the beam's base. Must be attached to entity for angle use.
CustomSteamImageOnModel Replaces the $baseTexture with a custom texture. No parameters.
Integración de entidades
MaterialModify / MaterialModifyAnimated Used in conjunction with the material_modify_control entity to configure arbitrary parameters from map I/O. Only works when the material is applied to an entity. MaterialModify takes no parameters. MaterialModifyAnimated takes the same parameters as AnimatedTexture.
WaterLOD Coordinates water LOD values between the map's water_lod_control entity and the material's internal values.
$CHEAPWATERSTARTDISTANCE
- Start distance for cheap water Nota:must be set outside of proxy block.
$CHEAPWATERENDDISTANCE
- End distance for cheap water Nota:must be set outside of proxy block.
BreakableSurface
Sets the base texture to a material name held by the entity (used for switching surface material on shatter). Must be attached to a func_breakable_surf
entity.
ConveyorScroll
Returns the scroll parameters for a texture used as a conveyor, so it matches the entity's settings. Must be attached to func_conveyor
entity.
textureScrollVar
- Name of variable to place result in. Must be a matrix or vector type variable (i.e.
$baseTextureOffset
).
Camo Only used by material "Dev\dev_camo.vmt". This generates a texture matching the surroundings, which appears to be intended to be used for Combine Elite at some point. Much of the code is disabled, so this is not usable.
$camopatterntexture
- The source texture for the camo effect. Should be I8 format.
$camoboundingboxmin
$camoboundingboxmax
- Random points within this bounding box will be sampled to determine the camo coloring.
FleshInterior Outputs the locations of nearby point_flesh_effect_target s for use by the $flesh effect.
$FleshEffectCenterRadius1
$FleshEffectCenterRadius2
$FleshEffectCenterRadius3
$FleshEffectCenterRadius4
- Set to the world locations of four flesh targets, with the fourth axis set to the radius. If a target is not present, all four axes are set to zero.
$FleshGlobalOpacity
- This material variable has to exist for the proxy to function, but it's not actually set at any point.
$FleshSubsurfaceTint
- This is just set to
[0 0 0 0]
.
HeliBlade Controls transition on npc_helicopter 's blades. This fades in or out the blades to convert from a set of physical blades into a spinning blurred circle.
$fadeout
- If the variable is set to 1, fade out the blades as it starts up. If 0, fade in.
$alpha
- This proxy sets the value of the alpha variable.
ParticleSphereProxy
Only used by material "particle\SmokeStack.vmt". Seems to be defined in particle_proxies.cpp
. Valve remark: "FIXME: Is this even needed any more?"
PlayerLogo Internal proxy for "decals/playerlogo##" decals. Generates and assigns a texture for a specific player index.
Shadow Only used by Shadow . No known parameters. This sets lots of material parameters to render projected texture shadows.
ShadowModel Only used by ShadowModel . No known parameters. This sets lots of material parameters for rendering projected texture shadows.
ToggleTexture Toggles a texture based on the frame number set by env_texturetoggle . Must be attached to an entity.
toggleTextureVar
- Texture to modify based on frames.
toggleTextureFrameNumVar
- Variable used for frame number.
toggleShouldWrap
- Whether the animation should wrap over not.
Utilidad
Empty Se usa para proxies externos. Un conjunto de proxies con el proxy vacío hace que no funcionen.
Dummy Emite mensajes developer en respuesta al proxy creado, iniciado, vinculado a una entidad y eliminado.
Misceláneo
ConVar Template:L4D add Te permite vincular una variable específica a un ConVar que el cliente haya establecido.
convar
- El nombre del ConVar al que vincular. (por ejemplo «mat_specular») Nota:Strings will not be parsed through, the value of the ConVar must be a number.
resultVar
- Devuelve el valor del ConVar. Si es de tipo vector, todos los ejes se establecerán individualmente con el valor del ConVar.
Específicos de juegos
Half-Life 2
EntityOriginAlyx Identical to EntityOrigin with an x offset of 15. Created as a last-minute hack before The Orange Box shipped.
Ep1IntroVortRefract
Uses $refractamount
to generate a ratio and sends it to the same variable, not using resultVar
. Created as a last-minute hack before The Orange Box shipped.
VortEmissive
Sets $emissiveblendstrength
and $detailblendfactor
to apply the Vortigaunt's blue-purple glow effects in Episode 1's opening.
Shield Likely intended to be used for one of the Combine shield types. This is equivalent to a combination of the TextureScroll and Alpha proxies.
$translucency
- This variable is set to the Render Alpha value of the attached entity, similar to the Alpha proxy.
textureScrollVar
textureScrollRate
textureScrollAngle
- Has identical functionality to the TextureScroll proxy.
Team Fortress 2
invis Funciona con $cloakPassEnabled activado. Compatible con ambos modelos en primera y tercera persona. Sin color del equipo.
spy_invis Funciona con $cloakPassEnabled activado. Usado con materiales del jugador. Sin parámetros. Usa el color del equipo del jugador por defecto. Incompatible con $weapon_invis y $vm_invis.
weapon_invis Funciona con $cloakPassEnabled activado. Usado con materiales de las armas. Sin parámetros. Incompatible con $spy_invis y $vm_invis.
vm_invis Funciona con $cloakPassEnabled activado. Usado con materiales del jugador y las armas. Sin parámetros. Incompatible con $spy_invis y $weapon_invis.
building_invis Sin uso, iba a ser para construcciones que se pudiera hacer invisibles.
CommunityWeapon Pasa el valor 1 al marcarse de Calidad de la Comunidad. De otro modo, sería 0.
resultVar
InvulnLevel Pasa de un valor flotante para establecer la opacidad de su efecto de invulnerabilidad cuando un jugador tiene Supercarga.
resultVar
BurnLevel Pasa de un valor flotante para establecer la opacidad de su efecto de fuego cuando un jugador está ardiendo.
resultVar
YellowLevel Pasa a un valor RGB cuando se usa el Fraskungfú en un jugador.
resultVar
ModelGlowColor Al activarse, pasa un código para crear efecto de críticos. El color es del equipo. Si está desactivado el valor es blanco (255 255 255).
resultVar
ItemTintColor Pasa a un valor RGB cuando se usa un bote de pintura. El valor especificado corresponde a la pintura. Pasa a 0 si no se usa.
resultVar
BuildingRescueLevel Pasa a transformar la matriz de la amplitud del campo de la Rescatadora.
resultVar
TeamTexture Cambia el marco de animación de las texturas según el equipo.
resultVar
AnimatedWeaponSheen Realiza el efecto de cuentarrachas.
animatedtexturevar
animatedtextureframenumvar
animatedtextureframerate
WeaponSkin [Pendiente]
ShieldFalloff Hace el escudo de la carga del Vacunador.
StatTrakIllum [Pendiente]
StatTrakDigit [Pendiente]
StatTrakIcon [Pendiente]
StickybombGlowColor Al activarse, crea el efecto de selección de la Resistencia Escocesa. El color varía según el equipo.
resultVar
SniperRifleCharge Varía la carga del Rifle de Francotirador entre 0 y 1.
resultVar
Heartbeat [Pendiente]
WheatlyEyeGlow Intensifica los colores con el desenfoque gaussiano. Se usa con el Ap-Zap.
resultVar
BenefactorLevel Se usa para escalar el latido según el número de regalos entregados por el jugador. En ella 1 es el máximo y el factor aumenta cuantos más regalos se hagan.
resultVar
Left 4 Dead 2
PlayerTeam Returns a value depending on the team the player is currently in.
team
- Unknown
resultVar
- 0 = survivor / 1 = infected / 2 = spectator
BloodyHands Returns a value between 0 and 1 depending on the number of hits with a melee weapon.
resultVar
- number of hits / 5
- doesn't go over 1 after 5 hits
- value is shared between world and view model
IT Returns a value between 0 and 1 depending on the fact that the survivor is covered in Boomer bile.
resultVar
- 1 = fully covered / 0 = not covered
BurnLevel Passes a float value to set the opacity of the fire overlay effect when an infected has been burned.
resultVar
- 1 = on fire / 0 = not on fire
BBQLevel Seen in materials\models\infected\hulk\hulk_01.vmt
resultVar
Alien Swarm
NightVisionSelfIllum When the player has a night vision effect or sniper scope active, outputs a strength to modulate selfillumination on objects.
resultVar
- The value to change. Generally set to
$selfillumtint
. asw_night_vision_self_illum_multiplier
- This ConVar specifies the value output when night vision is on at full strength.
asw_sniper_scope_self_illum_multiplier
- This ConVar specifies the value output when the sniper scope is active.
AlienSurfaceFX Sets the $detail texture and parameters to display fire, freezing and electrical shock effects.
texturescrollvar
- Set to the name of the matrix or transform variable that shifts the detail texture, usually
$detailtexturetransform
.
Portal 1 and 2
PortalOpenAmount On portals, transitions from 0 to 1 as the portal opens.
resultVar
PortalStatic On portals, specifies how much the opaque static effect should render. 1 is a unpaired portal, 0 is an open portal.
resultVar
Portal 2 only
FizzlerVortex Sets various parameters used by the SolidEnergy shader for fizzler effects - the location of nearby objects, flashing from portal shots, and power transition times. Doesn't take any arguments.
$powerup
- Transitions to 0 when the fizzler is turned off, 1 when turned on.
$FLOW_VORTEX1
- Set to 1 when an object is brought near the field, otherwise set to 0.
$FLOW_VORTEX_POS1
- Set to the position of the first object.
$FLOW_VORTEX2
- Set to 1 when a second object is brought near the field, otherwise set to 0.
$FLOW_VORTEX_POS2
- Set to the position of the second object.
WheatlyEyeGlow
Presumably controls the glow effect on Wheatley. Not actually used.Lightedmouth Used on the various Personality Cores and PoTaTOS to blink their eye-light in sync with their choreo scenes. When idle, the tint is still partially lit. On the viewmodel, it can also be manually controlled via VScript to make GLaDOS appear to shut down.
resultVar
- A tint to pass to
$selfillumtint
.
LightedFloorButton Used on the clean Super Button materials, sets $selfillumtint to 1 if the material is being used on a prop_floor_button, otherwise sets it to 0. This has no real benefit and just causes the model to appear incorrectly when used on other entities, it was presumably a beta leftover.
resultVar
- The tint to use, or
[0 0 0]
if not on a button.
TractorBeam Used on the Excursion Funnel effect materials, outputs the scroll rate and does other unknown operations.
resultVar
- Passed to the
textureScrollRate
parameter of various TextureScroll proxies.
Black Mesa
TauCharge Seen in materials\models\weapons\v_gauss\v_taucannon_core.vmt
resultVar
Counter-Strike: Global Offensive
Select Picks a result value depending on the input value, like a switch statement .
srcVar1
resultVar
default
- The default return value if the value of
srcVar1
does not match any case. <case>
- The return value if the value of
srcVar1
has the value<case>
. There can be multiple cases.
Example from materials\models\inventory_items\dogtags\dogtags_lightray.vmt
:
"srcVar1" "$localTeamNumber" "resultVar" "$color" "default" "[0.680 0.680 0.680]" "2" "[0.680 0.544 0.136]" "3" "[0.269 0.474 0.680]"
GetTeamNumber
Gets the team of an entity. Seen in materials\models\inventory_items\dogtags\dogtags_lightray.vmt
.
resultVar
- Returns an integer.
- 0: Unassigned
- 1: Spectator
- 2: Terrorist
- 3: Counter-Terrorist
survivalteammate
Used to paint the teammate in Danger Zone. Seen in materials\models\player\custom_player\econ\body\tm_jumpsuit\jumpsuit_body.vmt
resultVar
- Returns 1 if the local player is the teammate of the player that the material is applied to and 0 if not.
RemapValClamp Remaps a variable within the specified ranges.
range_in_min
range_in_max
range_out_min
range_out_max
srcVar1
resultVar