Decay/materials/models/weapons/arccw/ud_m1014/ue/barrel.vmt

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"VertexLitGeneric"
{
// maps
"$basetexture" "models/weapons/arccw/ud_m1014/ue/barrel_d" // string -- main texture
"$bumpmap" "models/weapons/arccw/ud_m1014/ue/barrel_n" // string -- normal map texture (bump map for brushes)
"$phongexponenttexture" "models/weapons/arccw/ud_m1014/ue/barrel_r" // string -- phong exponent texture (contains info for other shaders)
"$phongwarptexture" "models\weapons\arccw\ud_stalol\phongwarp_metal" // string -- phong gradient texture: 256x16 texture where x:0 = unlit, x:256 = fully lit (default is a perfect 0-256 black to white gradient)
"$nocull" "1"
"$halflambert" "1"
// map interp
"$color2" "[0.6 0.6 0.6]" // vector -- rgb tinting of the basetexture
"$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" "5" // float -- phong intensity coefficient on top of normal map's alpha (aka phong mask)
"$phongfresnelranges" "[0.5 1.5 3.0]" // vector -- phong fresnel ranges, default are [0 0.5 1]
"$phongalbedotint" "0" // bool -- enables basetexture tinting of the phong's color but masks it with phongexponent's green channel
"$phongexponent" "15"
// rimlight (convar: mat_rimlight "bool")
"$rimlight" "1" // 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" "0.2" // float -- rimlight intensity coefficient
"$rimlightexponent" "20" // float -- rimlight exponent
// envmap (convar: mat_specular "bool")
"$envmap" "env_cubemap" // string -- path to envmap or envmap entity name
"$envmaptint" "[ .025 .025 .025 ]" // vector -- rgb tinting of the envmap: all dimentions should be equal, ideally
}