List Of Material Proxies

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Calculation

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.
Tip:frac(4.23) = .23
For integer values, no change occurs.
srcVar1
resultVar

Int

Returns the integer component of a variable.
Tip:int(4.23) = 4
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
greaterVar
Variable to copy to resultVar if this condition is met.
srcVar1
srcVar2
resultVar

SelectFirstIfNonZero Selects the first value over the second if it is anything other than zero.

srcVar1
srcVar2
resultVar

WrapMinMax (New with Alien Swarm)
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 )
Tip:exp(5) = 148.413159

Number generation

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.

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

PlayerView The dot product of the player's view angle and the relative origin of the material's entity.
Warning: Will cause a crash when used on prop_static or world brushes, which don't have an 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
= [x y z]

PlayerHealth The local player's health (0-1).

scale
The value is rescaled to be between 0 and the scale value.
resultVar

PlayerDamageTime The number of seconds since the local player was last damaged.

scale
The value is rescaled to be between 0 and the scale value.
resultVar

EntitySpeed The material's entity's speed.
Warning: Will cause a crash when used on prop_static or world brushes, which don't have an entity.

resultVar
The current speed of this entity, in units per second.

EntityRandom A static random number associated with the entity the material is applied to. Helpful for staggering effects that appear on multiple objects.
Warning: Will cause a crash when used on prop_static or world brushes, which don't have an entity.

scale
The value is rescaled to be between 0 and the scale value.
resultVar

Texture manipulation

AnimatedTexture Increments the current frame of an animated VTF.

animatedtexturevar
Texture to increment frame for (i.e. $basetexture, $bumpmap, $normalmap (both $bumpmap and $normalmap use $bumpframe))
animatedtextureframenumvar
Frame variable to increment (i.e. $frame, $bumpframe)
animatedtextureframerate
Framerate in frames per second. Fixed; cannot be changed once set.

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.

Entity integration

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
Note:must be set outside of proxy block.
$CHEAPWATERENDDISTANCE
End distance for cheap water
Note: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.

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 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?"

Shadow Only used by material decals\rendershadow.vmt. No known parameters.

ShadowModel Only used by material decals\rendermodelshadow.vmt. No known parameters.

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.

PlayerLogo Internal proxy for "decals/playerlogo##" decals. Generates and assigns a texture for a specific player index.

Utility

Empty Used to comment out proxies. Surround a bunch of proxies with the empty proxy to cause those proxies to not operate.

Miscellaneous

ConVar (New with Left 4 Dead) Allows you to link a specific variable to a ConVar a client has set.

convar
The ConVar name to link to. ( E.G. "mat_specular" )
Note:Strings will not be parsed through, the value of the ConVar must be a number.
resultVar
Returns the value of the ConVar.

Game Specific

Team Fortress 2

spy_invis Related to the $cloakPassEnabled parameter. Typical found in player model materials. No parameters.

weapon_invis Related to the $cloakPassEnabled parameter. Typical found in weapon world model materials. No parameters.

vm_invis Related to the $cloakPassEnabled parameter. Typical found in weapon view model materials. No parameters.

invis Same as the former three, planned replacement since February 22, 2013 Patch because none of them are different from each other.

building_invis To do

CommunityWeapon Passes the value '1' when item is flagged as a 'Community Weapons'. Passes '0' otherwise.

resultVar

InvulnLevel Passes a float value to set the opacity of the invulnerability effect when a player has been'Übered'.

resultVar

BurnLevel Passes a float value to set the opacity of the fire overlay effect when a player has been burned.

resultVar

YellowLevel Passes an RGB value when 'Jarate' has been used on a player.

resultVar

ModelGlowColor When active passes hard coded color value to create the 'crit' glow effect. Color is either Red or Blue. When inactive value is pure white (255 255 255).

resultVar

ItemTintColor Passes an RGB value when a Paint Can is used. Value is specific to Paint color. Passes '0' when no Paint is used.

resultVar

BuildingRescueLevel Passes a transform matrix to set the amplitude of the Rescue Ranger display.

resultVar

TeamTexture Changes the animation frame of the texture depending on the current team

resultVar

PlayerTeamMatch func_respawnroomvisualizer result

resultVar

AnimatedWeaponSheen Performs the killstreak effect

animatedtexturevar
animatedtextureframenumvar
animatedtextureframerate

WeaponSkin To do

ShieldFalloff To do

WheatlyEyeGlow To do

StatTrakIllum To do

StatTrakDigit To do

StatTrakIcon To do

StickybombGlowColor To do

SniperRifleCharge To do

CustomSteamImageOnModel To do

Heartbeat To do

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

Portal 2

FizzlerVortex Gives fizzlers their effects. Doesn't take any arguments.

See also