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pbr.vmt
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pbr.vmt
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//////////////////////////////////////////////////////////////////////////////////
// A ideia de materiais como esse são de flexibilizar e fácil edição entre multiplas texturas, use-a como "patch"
// Currently not supported by GMod and wont work with x86_64 build (need a custom shader dll)
//
// By: Davi (Debiddo) Gooz
//////////////////////////////////////////////////////////////////////////////////
"PBR"
{
$model "1" // this texture is made for models, and not menu
$nodecal "0" // allow decals by default
$nocull "0" // render just the face frontside, set one to also render the "inside" of the mesh
$alphatest "0" // disable the use of $basetexture alpha channel as transparency by default
$allowalphatocoverage "1" // Enable AntiAliasing for alphatest
//$alphatestreference "0.01" // threshold to when alpha is usable. Almost incompatible with everything
$translucent "0" // Setting this to "1" enables alpha blending
$allowdiffusemodulation "1" // allow $color2 tint
$blendtintbybasealpha "0" // use $basetexture Alpha channel as $color2 mask
$blendtintcoloroverbase "0" // where to tint. 0 is under $basetexture. 1 is over the $basetexture (float 0 to 1)
$surfaceprop "flesh" // control the decal and sound on hit; Buggy in gmod since 2018
$basetexture "shared/generic_base" // Albedo texture (Diffuse when $speculartexture exist)
$bumpmap "shared/generic_normalmap" // New Bump/Normal map
//$normaltexture "shared/generic_normalmap" // older Bump/Normal map
$mraotexture "shared/generic_base" // MRO channels = RGB channels || Red Metalness + Green Roughness + Blue Occlusion
$speculartexture "shared/generic_base" // Specular texture. metalness channel is ignored and $basetexture is treated as diffuse
$emissiontexture "" // self illumination texture.
$parallax "0" // 1 to enable parallax mapping.
$parallaxdepth ".9" // <float> - Height of the depth map.
$parallaxcenter ".50" // <float> - Center point of the depth map.
//$basetexturetransform "center 0.5 0.5 scale 0.1025 0.1025 rotate 0 translate 0 0" //
//$envmap "env_cubemap" // Defaults "env_cubemap", but you can choose another
//$useEnvAmbient "1" // Makes it use the lowest mip level of the cubemap for ambient light instead of the ambient cubes
//$color2 " { 255 255 255 } " // used to tint the Albedo, " { 255 255 255 } " default
}