WorldVertexTransition
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WorldVertexTransition
is a pixel shader available in all Source games. It is a shader functionally similar to LightmappedGeneric primarily used to perform a per-vertex linear blend between two textures on a displacement surface. Many of the parameter definitions for the secondary material are the same as the first material except with a "2" at the end. ex: $basetexture2
You can choose which texture you would like to appear on a vertex using Hammer's alpha painting tool. The blend is normally a linear gradient, but you can control the blend on a per-pixel basis by specifying $blendmodulatetexture in the material.
Important:In Black Mesa this shader was missed in the deferred renderer update. Instead, use LightmappedGeneric, which, in Black Mesa, has all the features of WorldVertexTransition.
Caveats
Note:You can also use $vertexalpha to create a material that fades out. This uses the first $basetexture then fades out with the blend. Unfortunately, it is treated the same as a material with $translucent and can have sorting issues with other transparency objects.
Note:This shader now only works on displacements. If used on a regular brush, VBSP will generate and pack a LightmappedGeneric version of the material automatically, discarding the secondary texture.
Note:The shader LightmappedGeneric does texture blending as well and supports many of the same features as this shader.
Confirm:Does WorldVertexTransition support any features that LightmappedGeneric does not?
Bug:$blendmodulatetexture does not display in hammer despite the shader LightmappedGeneric displaying it correctly. Instead it displays a linear blend. This has been fixed in [todo tested in?]
Todo: This shader was significantly upgraded in with new parameters, a new layer blending mode, drop shadows, and support for layer-specific detail textures and specular masks. Document these.
Example
WorldVertexTransition { $basetexture nature/dirtfloor006a $surfaceprop dirt $basetexture2 nature/rockfloor005a $surfaceprop2 rock %tooltexture nature/blendrockgrass004a_tooltexture }
- Some visual effects can be selectively applied to one sub-material or the other. See the relevant articles for more details.
- The Hammer material browser won't be able to display a preview of the material unless it's given a
%tooltexture
.
Supported Parameters
The first texture in the blend.
The second texture to blend to.
Modulate the blending between materials using a special texture.
Detail texturing. Applies the same detail texture to both materials. In , each layer can use their own detail texture.
Specular reflections. In , each layer can have their own specular mask.
Todo: Might disable
$blendmodulatetexture
if both are used. Per-texel color modification via a warp texture. Applies the lightwarp to both materials.
Mitigation for displacement texture stretching.
Self-illumination. Applies the self-illumination to both materials.
Todo: Might disable
$blendmodulatetexture
if both are used. Causes the material to blend between the primary texture and full transparency. Automatically marks the material as $translucent. Requires
$vertexcolor
to be set to 1. Confirm:Is this for LW's Blinn–Phong reflections?
Confirm:Is this for LW's Blinn–Phong reflections?
SRGB tint layer 1.
SRGB tint layer 2.
[[%detailtype|%detailtype]] <string>
Specifies what Detail props to spawn on the material. The string should be the name of a detail type outlined in "detail.vbsp" or your specified .vbsp file.
Note:On some materials, the sprites only show up on $basetexture, but not on $basetexture2. This may also happen when you make your own blend material using rocks and grass. If rock is $basetexture, only the rock will have grass sprites, which looks odd.
See also
- LightmappedGeneric, the standard shader for lightmapped surfaces.
- Lightmapped_4WayBlend, an upgraded displacement blend shader for .
- LightmappedTwoTexture, a brush shader that multiplies a texture on top of another one.
- WorldTwoTextureBlend, a brush shader that applies a texture on top of another one using $detail.
- Displacement, the surface type this shader is used on.