UnlitTwoTexture

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  • Two base textures are multiplied together and can be transformed independently. (Just like the Multiply blending mode in typical image editors.)
  • Unrelated to WorldVertexTransition, which is used for making alpha fading transitions between two base textures on displacements.


Note.pngNote:This Shader works on both Brushes and Models
Confirm: Do models require $model in branches before Counter-Strike: Global Offensive?
Tip.pngTip:The same effect can be created using $detailblendmode 8 on UnlitGeneric.

Parameters

The first Texture that is used, how it is used depends on the effects which are enabled. By default $basetexture will be multiplied with $texture2.

The frame to start an animated $texture2 on.
Transforms the texture before use in the material.
The default position is center .5 .5 scale 1 1 rotate 0 translate 0 0.
  1. center defines the point of rotation. Only useful if rotate is being used.
  2. scale fits the texture into the material the given number of times. 2 1 is a 50% scale in the horizontal X axis while the vertical Y axis is still at original scale.
  3. rotate rotates the texture counter-clockwise in degrees. Accepts any number, including negatives.
  4. translate shifts the texture by the given numbers. .5 will shift it half-way. 1 will shift it once completely over, which is the same as not moving it at all.
Note.pngNote:All values must be included!
Icon-Bug.pngBug:Scaling the texture may cause odd issues where the Texture Lock tool in Hammer will not actually lock the texture in place.  [todo tested in?]
Icon-Bug.pngBug:Rotating textures applied on brushes will rotate around the map origin (confirm: Orangebox engine only?). A fix for this is to change the center position in the VMT to the brush's origin.  [todo tested in?]


Second Texture that is used in different ways depending on which effects are used.
By default $basetexture will be multiplied with $texture2.

Note.pngNote:First texture is applied via $basetexture.
The frame to start an animated $texture2 on.
Transforms the texture before use in the material.
The default position is center .5 .5 scale 1 1 rotate 0 translate 0 0.
  1. center defines the point of rotation. Only useful if rotate is being used.
  2. scale fits the texture into the material the given number of times. 2 1 is a 50% scale in the horizontal X axis while the vertical Y axis is still at original scale.
  3. rotate rotates the texture counter-clockwise in degrees. Accepts any number, including negatives.
  4. translate shifts the texture by the given numbers. .5 will shift it half-way. 1 will shift it once completely over, which is the same as not moving it at all.
Note.pngNote:All values must be included!
Icon-Bug.pngBug:Scaling the texture may cause odd issues where the Texture Lock tool in Hammer will not actually lock the texture in place.  [todo tested in?]
Icon-Bug.pngBug:Rotating textures applied on brushes will rotate around the map origin (confirm: Orangebox engine only?). A fix for this is to change the center position in the VMT to the brush's origin.  [todo tested in?]


tints the result, on brushes.
tints the result, on models.


$beachfoam <boolean> (only in Counter-Strike: Global Offensive)
Introduced with Dangerzone, adds animated wave-like effects using a special texture
Icon-Important.pngImportant:This parameter is intended to be used with $additive.

On the Dangerzone Wave Model, both $texture2 and $basetexture use the 'Beachwaves' Texture.

Todo: Do both Parameters need to use the same Texture?

The 'Beachwaves' Texture uses the RGB channels for different purposes.

Todo: Find a better Name for the Texture...
  • Red Channel : Waves Albedo Texture
Todo: Can this be tinted using $color/$color2?
  • Green Channel : Distortion/Noise for the Red Channel
  • Blue Channel : Distortion/Noise for the Red Channel
Todo: Further documentation required.



$CrosshairMode <boolean> (only in Counter-Strike: Global Offensive)
Enables "Crosshair mode" using $basetexture for the Crosshair

$texture2 is used for a framebuffer texture.
The result will be blended between Crosshair Texture + CrosshairTint and Crosshair Texture * CrosshairTint using Average Luminance of $texture2 * $CrosshairColorAdapt

$CrosshairTint <RGB matrix> (only in Counter-Strike: Global Offensive)
Tints the $basetexture when using $CrosshairMode
$CrosshairColorAdapt <float> (only in Counter-Strike: Global Offensive)
Used for multiplying the average Luminance of $texture2
Note.pngNote:Default Value "0.4"



Example

Stock .vmt 🖿hl2/materials/models/props_combine/portalball001_sheet.vmt

"UnlitTwoTexture"
{
	"$basetexture" "models/props_combine/portalball001_sheet"
	"$texture2" "models/props_combine/portalball001b_sheet"
 	"$model" 1
	"$nocull" "1"
	"$additive" "1"
	"Proxies"
	{

		"TextureScroll"
		{
			"texturescrollvar" "$texture2transform"
			"texturescrollrate" -.2
			"texturescrollangle" 60
		}
	}

}

Counter-Strike: Global Offensive 🖿models/props/hr_massive/beachwaves/beachwaves.vmt

UnlitTwoTexture
{
    "$beachfoam"   "1"
    "$basetexture" "models/props/hr_massive/beachwaves/beachwaves"
    "$texture2"    "models/props/hr_massive/beachwaves/beachwaves"
    "$additive"    "1"
}

See also