WorldTwoTextureBlend
		
		
		
		
		
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Note:Do not confuse this shader with 
Tip:Effectively equivalent to 
Bug:Doesn't render correctly when using flashlight and shining on any textures using this shader while radial fog is also enabled. Issues #7045  (tested in: 
 (de_aztec)) 
		
	
This article or section needs to be cleaned up to conform to a higher standard of quality because:
Bring to standards set by other shader pages, and mention other available shader parameters (what's 
For help, see the VDC Editing Help and  Wikipedia cleanup process. Also, remember to check for any notes left by the tagger at this article's talk page.$albedo?) See SDK source code.WorldTwoTextureBlend is a lightmap shader used to render two albedos at the same time with a single material. It uses the $detail command to draw the uppermost albedo (unlike the command's normal usage). $detail must have an alpha channel if $basetexture is to be seen!
WorldVertexTransition, which blends between textures but does not display one above the other.$detailblendmode 2 (working around the blend mode's incompatibility with LightmappedGeneric and WorldVertexTransition), but with fewer available parameters.Syntax
WorldTwoTextureBlend
{
    $basetexture    <texture>
    $detail         <texture with alpha channel>
    $detailscale    <float>// Behaves normally
}
Supported effects
$bumpmap(will not apply to$detail)$translucentand$alpha$seamless_scale
This shader does not support $envmap.