$bumpmap
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$bumpmap
是一个材质着色器 参数,可在所有的 起源 游戏中使用。

材质的漫反射贴图 (左)与其法线贴图对比。
该参数指定为材质提供三维光照信息的纹理 。该纹理属于凹凸贴图 ,但其应用过程被称为 法线贴图。不过这两个术语常被混用。

$bumpmap
会在所有
由于顶点中未存储足够的法线贴图数据,引擎只能回退处理。



$bumpmap
不适用于光照反射。请改用$normalmap
。
- 在
Water
着色器中,$bumpmap
用于DX8的du/dv贴图 。请改用$normalmap
。 - 除
CS:GO 引擎分支外,贴花纹理无法使用凹凸贴图。
- 在VertexLitGeneric中使用$lightwarptexture会强制启用凹凸贴图,即使VMT中未声明
$bumpmap
。此时会绑定默认贴图,所有$bumpmap
相关限制仍适用。

$bumpmap
会导致部分参数失效。受影响参数包括(但不限于):
- 与使用$envmapmask的材质不兼容。VertexLitGeneric
和LightmappedGeneric
除外。详见替代方案 。
- 在
的LightmappedGeneric中无法使用$detailblendmode 9。
- 在
的VertexLitGeneric中无法使用$detailblendmode 5、6、8、9、10和11。若启用$phong则5和6可用。
- 在
的VertexLitGeneric中无法使用$detailblendmode 5-11。若启用$phong则5和6可用。
- 在
中$detailtint 无效。
- $distancealpha、$outline、$softedges无效。
- 在LightmappedGeneric中无法与$basealphaenvmapmask共用。
基础语法
LightmappedGeneric
{
$basetexture brick/brickwall021a
$surfaceprop brick
$bumpmap brick/brickwall021a_normal
}
附加参数
对凹凸贴图纹理进行矩阵变换。
待完善: 是否必须DX9?在DX8回退着色器中存在。
- The default position is center .5 .5 scale 1 1 rotate 0 translate 0 0.
- center defines the point of rotation. Only useful if rotate is being used.
- 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.
- rotate rotates the texture counter-clockwise in degrees. Accepts any number, including negatives.
- 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.
注意:All values must be included!
错误: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 ?]
错误: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 ?]
$bumpframe <整数 >
设置动画凹凸贴图的起始帧。
Shader(s): LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition
0:根据显卡支持情况启用凹凸贴图;1:始终强制启用。
Shader(s): LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition
强制启用凹凸贴图,即使低端设备也生效。
Shader(s): LightmappedGeneric
在LightmappedGeneric中启用双凹凸贴图混合。
Shader(s): LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition
Shader(s): LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition
同
$bumpframe
,但作用于第二张凹凸贴图。
Shader(s): LightmappedGeneric, Lightmapped_4WayBlend, WorldVertexTransition
同
$bumptransform
,但作用于第二张凹凸贴图。
注意:若
LightmappedGeneric
着色器使用$addbumpmaps
,则$detail配合$detailscale
会覆盖此参数。
使用两张凹凸贴图时,可用第三张凹凸贴图作为基底,其alpha通道作为前两张的遮罩。
$bumpmask
的alpha通道也用作高光遮罩。
注意:与$detail和$seamless_scale不兼容。
Shader(s): LightmappedGeneric
设置第一、第二张凹凸贴图在混合时的强度。
控制台命令
- mat_fastnobump <布尔值 >
- 快速切换法线贴图启用状态。
- mat_bumpmap <布尔值 >
- 启用/禁用法线贴图。默认1。