$bumpmap
$bumpmap is a material shader parameter available in all Source games.
Last updated
$bumpmap is a material shader parameter available in all Source games.
Last updated
$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 mapping. The two terms are often used interchangeably, however.
$bumpmap
will disable prop_static
's per-vertex lighting in every Source game but . Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.
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"
.
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 X axis.
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.
**Note:**All values must be included!
Bug: Scaling the texture may cause odd issues where the Texture Lock tool in Hammer will not actually lock the texture in place.
Bug: 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.
Flags the bump map texture(s) as being self-shadowing. Click for more details.
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.
Stops the bump map affecting the lighting of the material's albedo, which help combat overdraw. Does not affect the specular map.
If 0, use bumpmapping if the card says it can handle it. If 1, always force bumpmapping on.
(Only in Counter-Strike: Global Offensive)Enables the usage and blending of two bump maps together for LightmappedGeneric
.
(DX9+)Same as $bumpframe
, but for the second bump map.
Same as $bumptransform
, but for the second bump map.
Note:$detail
used with $detailscale
will override this on LightmappedGeneric
.
The strength of the first and second bump maps for bump map blending.
Quickly enables/disabled normal mapping.
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!)
Enable or disable normal mapping. Default 1.
Bug: Does not function beyond Source 2007.
The second bump map to use, for either WorldVertexTransition
or for LightmappedGeneric
in for bump map blending.