// SHADERS:
"lightmappedgeneric" // The most common texture. A basetexture is multiplied by a lightmap.
//"unlitgeneric" // A basetexture appears at full brightness. If used on a model, Set "$model" 1
//"vertexlitgeneric" // A basetexture with vertex lighting.
//"sprite"
//"unlittwotexture" // Two textures are mixed evenly and appear at full brightness.
//"refract" // Refracts the light behind it according to a dudvmap and bumpmap. Only works correctly on models. If used on a model, Set "$model" 1
//"cable"
//"eyeball"
//"eyes" // Used for realistic eyeballs for models.
//"gooinglass" // Used for realistic glass container, Containing a violent fluid. (from Kleiner's Lab) The alpha channel Of "$basetexture" decides how much basetexture is shown ontop of the bump map. "
//"lightmappedtwotexture" // Two textures are mixed evenly and multiplied by a lightmap. Useful if one or both base textures are in motion.
//"modulate"
//"overlay_fit"
//"reflecttexture"
//"teeth"
//"volumetricfog"
//"water"
//"wireframe"
//"worldtwotextureblend" // Used for displacements (terrain). Two basetextures are vertex lit. The percentage blend of each of the two textures is defined by alpha painting in Hammer. Use $basetexture2 and $bumpmap2 to define the second material
//"worldvertexalpha" // Used for displacements (terrain). A basetexture is vertex lit.
//"worldvertextransition"
// MORE SHADERS:
// alienscale, basetimeslightmaptimesdetail, basetimeslightmapwet, basetimesmod2xenvmap, bloom, blurfilterx,
// blurfiltery, camo, cloud, debugbumpedlightmap, debugbumpedvertexlit, debugfbtexture, debuglightingonly, debuglightmap,
// debugluxels, debugmodifyvertex, debugnormalmap, debugunlit, debugvertexlit, decalBaseTimesLightmapAlphaBlendSelfillum,
// decalmodulate, downsample, fillrate, internalframesync, jellyfish, jojirium, modeladditivetransEnvMapwithMaskedTexture,
// particlesphere, predator, shadow, shadowbuild, shadowmodel, showdestalpha, skyfog, translucentlightmap, vertexnormals,
// watersurfacebottom, yuv
//////////////////////////////////////////////////////////////////
// Created by DeathByNukes (DeathByNukes@gmail.com) //
// You may not use this in your map/mod without my permission. //
//////////////////////////////////////////////////////////////////
// Surface Properties List - To see more info, open the files in source materials.gcf with GCFScape
// scripts/surfaceproperties.txt
// default, solidmetal, Metal_Box, metal, metal_bouncy, slipperymetal, metalgrate, metalvent,
// metalpanel, dirt, mud, slipperyslime, grass, tile, Wood, Wood_lowdensity, Wood_Box, Wood_Crate,
// Wood_Plank, Wood_Solid, Wood_Furniture, Wood_Panel, water, slime, quicksand, wade, ladder,
// glass, computer, concrete, rock, porcelain, boulder, gravel, brick, concrete_block, chainlink,
// chain, flesh, bloodyflesh, alienflesh, armorflesh, watermelon, snow, ice, carpet, plaster,
// cardboard, plastic_barrel, Plastic_Box, plastic, item, floatingstandable, sand, rubber,
// rubbertire, jeeptire, slidingrubbertire, brakingrubbertire, slidingrubbertire_front,
// slidingrubbertire_rear, glassbottle, pottery, grenade, canister, metal_barrel,
// floating_metal_barrel, plastic_barrel_buoyant, roller, popcan, paintcan, paper, papercup,
// ceiling_tile, weapon, default_silent, player, player_control_clip, no_decal, foliage
// scripts/surfaceproperties_hl2.txt
// metalvehicle, crowbar, antlionsand, metal_seafloorcar, gunship, strider, antlion, combine_metal, combine_glass, zombieflesh
{
// Sprite
// "$spriteorientation" "vp_parallel" // Not sure what this should be. Some sprites also have "_oriented" on the end
// "$spriteorigin" "[ 0.50 0.50 ]" // Defines the point that it rotates around. 0-1 [ X Y ]
// "$ignorez" "1" // Does not tilt vertically. Used mainly for flames.
// Main
"$basetexture" "" // The primary texture
// "$Texture2" "" // The secondary texture in "twotexture"-type shaders
"$surfaceprop" "concrete" // Defines the gib types and impact sounds of the material.
"%keywords" "DeathByNukes,BlackMesa,Xen" // Used for the Keyword sorting in Hammer. Keywords seperated with commas.
// Bump Map
// "$bumpmap" "" // Defines normal vectors for lighting purposes and for envmap distortion
"$bumpframe" // frame number for $bumpmap
"$bumptransform" // texcoord transform
// Environment Map
// "$envmap" "env_cubemap" // Use nearest env_cubemap for reflection.
// "$envmapframe" 0 // frame number for $envmap
// "$envmapmask" "" // environment map mask
// "$envmapmaskframe" 0 // frame number for $envmapmask
// "$normalmapalphaenvmapmask" 1 // Masks the envmap according to the alpha channel of the normal map
// "$envmapcontrast" 1 // contrast 0 == normal 1 == color*color
// "$envmapsaturation" 1
// "$envmaptint" "[ .56 .56 .56 ]" // Scales the red, green, and blue components of the envmap.
"$envmapmasktransform" // texcoord transform..center .5 .5 scale 1 1 rotate 0 translate 0 0
// Miscellaneous Useful Attributes
// "$additive" 1 // Makes the texture transparent according to darkness. (black = fully transparent)
// "$translucent" 1 // Makes the texture transparent according to the alpha channel.
// "$nocull" 1
// "$nodecal" "1"
// "$no_fullbright" 1 // Used mainly in VGUI textures
// "$selfillum" 1
// Miscellaneous Attributes
// "Proxies"
// {
// "AnimatedTexture"
// {
// "animatedTextureVar" "$basetexture"
// "animatedTextureFrameNumVar" "$frame"
// "animatedTextureFrameRate" "10"
// }
// "TextureScroll"
// {
// "texturescrollvar" "$basetexturetransform"
// "texturescrollvar" "$texture2transform"
// "texturescrollrate" 1
// "texturescrollangle" 0
// }
"empty"
{ //START EMPTY
"$mode"
"$selfillumtint" [1 1 1] // self-illumination tint..[1 1 1]
"$detail" "" // detail texture (used frequently in HL:S)
"$detailframe" 0 // frame number for $detail
"$detailscale" 1 // scale of the detail texture
"$envmapcontrast" // contrast 0 == normal 1 == color*color
"$envmapsaturation" // saturation 0 == greyscale 1 == normal
"$fresnelreflection" // full fresnel
"$nodiffusebumplighting" // 0 == use diffuse bump lighting, 1 = no diffuse bump lighting
"$parallaxmap" // Simulates 3D Surface. Currently unavailable in Source/HL2.
"$parallaxmapscale" // See http://developer.valvesoftware.com/wiki/Creating_Parallax_Maps
"$parallaxmapbias" // for more information on Parallax Maps.
"$parallaxmap2"
"$parallaxmapscale2"
"$parallaxmapbias2"
"$bumpmap2" // Used for the WorldVertexTransition shader.
"$bumpframe2" // frame number for $bumpmap2
"$basetexture2" // Used for the WorldVertexTransition shader.
"$frame2" // frame number for $basetexture2
"$basetexturenoenvmap" // use environment maps?
"$basetexture2noenvmap" // use environment maps?
"$detail_alpha_mask_base_texture" // if this is 1, then when detail alpha=0, no base texture is blended and when detail alpha=1, you get detail*base*lightmap
"$refractamount" // refraction amount
"$refracttint" // refraction tint
"$normalmap" // normal map
"$time"
"$bluramount" // 0, 1, or 2 for how much blur you want
"$fadeoutonsilhouette" // 0 for no fade out on silhouette, 1 for fade out on sillhouette
"$refracttinttexture" // texture to use for tinting refraction
"$refracttinttextureframe" // frame number for $refracttinttexture
"$nowritez" // 0 == write z, 1 = no write z
"$unlitfactor" // 0.0 == multiply by lightmap, 1.0 == multiply by 1
"$refracttexture" // refraction texture
"$reflectamount" // reflection amount (multiplier?)
"$reflecttint" // reflection tint
"$scale" // scale [x y]
"$waterdepth" // water depth
"$cheapwaterstartdistance" // this is the distance from the eye in inches that the shader should start transitioning to a cheaper water shader
"$cheapwaterenddistance" // this is the distance from the eye in inches that the shader should finish transitioning to a cheaper water shader
"$fogcolor" // fog color (underwater fog?)
"$forcecheap" // force "cheap" water
"$forceexpensive" // force "expensive" water
"$reflectentities" // reflect entities?
"$fogstart" // this is the distance from the eye in inches that the fog should start to appear
"$fogend" // this is the distance from the eye in inches that the fog should become opaque
"$abovewater" // ??? (render top water texture?)
"$reflectblendfactor" // how much the reflection should blend
"$nofresnel" // do not use fresnel reflections
"$nolowendlightmap" // use high end light map
"$fogcolor" // which color the fog should be [1 1 1]
"$flashlight" // 1 = flashlight texture?
"$flashlighttexture" // flashlight spotlight shape texture
"$flashlighttextureframe" // frame number for $flashlighttexture
"$albedo" // albedo (base texture with no baked lighting) <##Interesting##<
"$basetexturetransform" // base texture texcoord transform
"$frame" // animation frame
"$basetexture" // base texture with lighting built in
"$alpha" // alpha 0-1 decimal (like opacity)
"$color" // color [ 1 1 1 ]
"$flags_defined2" // flags2_defined
"$flags2" // flags2
"$flags_defined" // flags_defined
"$flags" // flags
"patch"
{
"include" "materials/COMPUTERS/SIDEPANEL1.vmt"
"replace"
{
"$envmap" "maps/dev_lab/c-160_-160_-288"
}
}
} //END EMPTY
// }
}
And a little fun:
REFLECTIVE FLOOR!
Code:
"Water"
{
"%compilewater" 1
"$forceexpensive" 1
"$reflecttexture" "_rt_WaterReflection"
//optional stuff
// "$reflecttint" "[1 1 1]"
// "$reflectentities" 1
}