$bumpmap

$bumpmap is a material shader parameter available in all Source games.

$bumpmap is a material shader parameter available in all Source games. It specifies a texture that will provide three-dimensional lighting information for a material. The texture is a bump map, but the process it is used for is called normal mappingarrow-up-right. The two terms are often used interchangeably, however.

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Note:

A material's albedo (left) compared to its bump map.

Basic syntax

The above material in-game.

Additional parameters

$bumptransform <matrixarrow-up-right> (DX9+)

Transforms the bump map texture. To do: Does this actually require DX9? Present in DX8 fallback shaders.The default position is "center .5 .5 scale 1 1 rotate 0 translate 0 0".

  1. center defines the point of rotation. Only useful if rotate is being used.

  2. scale fits the texture into the material the given number of times. '2 1' is a 50% scale in the X axis.

  3. rotate rotates the texture counter-clockwise in degrees. Accepts any number, including negatives.

  4. translate shifts the texture by the given numbers. '.5' will shift it half-way.

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**Note:**All values must be included!

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$ssbump <booleanarrow-up-right>(New with Half-Life 2: Episode Two / Source 2007)

Flags the bump map texture(s) as being self-shadowing. Click for more details.

$bumpscale <floatarrow-up-right> (DX8)

Scales the bump map by the given value in DirectX 8. To do: Does this actually exist? Seemingly not present in DX8 fallback shaders.

The frame to start an animated bump map on.

$nodiffusebumplighting <booleanarrow-up-right>

Stops the bump map affecting the lighting of the material's albedo, which help combat overdrawarrow-up-right. Does not affect the speculararrow-up-right map.

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$forcebump <booleanarrow-up-right> (DX8)

If 0, use bumpmapping if the card says it can handle it. If 1, always force bumpmapping on.

$addbumpmaps <booleanarrow-up-right>

(Only in Counter-Strike: Global Offensive)Enables the usage and blending of two bump maps together for LightmappedGenericarrow-up-right.

$bumpmap2 <texturearrow-up-right> (DX9+)

The second bump map to use, for either WorldVertexTransitionarrow-up-right or for LightmappedGeneric in <Counter-Strike: Global Offensive>arrow-up-right for bump map blending.

$bumpframe2 <integerarrow-up-right>

(DX9+)Same as $bumpframe, but for the second bump map.

$bumptransform2 <matrixarrow-up-right> (DX9+)

Same as $bumptransform, but for the second bump map.

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Note:$detailarrow-up-right used with $detailscale will override this on LightmappedGeneric.

$bumpdetailscale1 and $bumpdetailscale2 <normalarrow-up-right> (Only in Counter-Strike: Global Offensive)

The strength of the first and second bump maps for bump map blending.

Console commands

mat_fastnobump <booleanarrow-up-right>

Quickly enables/disabled normal mapping.

mat_normalmaps <booleanarrow-up-right>

Displays the bump map texture of all materials that have one in place of their albedo.(Yes, these two commands have bump and normal the wrong way around!)

mat_bumpmap <booleanarrow-up-right>

Enable or disable normal mapping. Default 1.

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