Anarchy/materials/models/weapons/arccw/ua_m82/MI_1P_M82.vmt

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2024-02-29 22:26:31 -05:00
"VertexLitGeneric"
{
// maps
"$basetexture" "models\weapons\arccw\ua_m82\M82_B" // string -- main texture
"$bumpmap" "models\weapons\arccw\ua_m82\M82_N" // string -- normal map texture (bump map for brushes)
"$phongexponenttexture" "models\weapons\arccw\ua_m82\M82_E" // string -- phong exponent texture (contains info for other shaders)
// map interp
"$color2" "[.85 .85 .85]" // vector -- rgb tinting of the basetexture
"$blendTintByBaseAlpha" "1" // bool -- uses base texture's alpha channel to mask color2's effect
// phong (convar: mat_phong "bool")
"$phong" "1" // bool -- phong enabler, have this on 1 if you have a central neural system
"$phongboost" "1" // float -- phong intensity coefficient on top of normal map's alpha (aka phong mask)
"$phongfresnelranges" "[0.2 .6 .3]" // vector -- phong fresnel ranges, default are [0 0.5 1]
"$phongalbedotint" "1" // bool -- enables basetexture tinting of the phong's color but masks it with phongexponent's green channel
"$phongtint" "[.17 .17 .17]"
// rimlight (convar: mat_rimlight "bool")
"$rimlight" "0" // bool -- rimlight enabler, doesn't have to be on, use if needed
"$rimmask" "1" // bool -- rimlight masking through exponent's alpha channel (use alpha vtf format)
"$rimlightboost" "1" // float -- rimlight intensity coefficient
"$rimlightexponent" "1" // float -- rimlight exponent
"$nocull" "1"
// envmap (convar: mat_specular "bool")
"$envmap" "env_cubemap" // string -- path to envmap or envmap entity name
"$envmaptint" "[.001 .001 .001]" // vector -- rgb tinting of the envmap: all dimentions should be equal, ideally
}