Lightmapped_4WayBlend
Parameters
flags
flags_defined
flags2
flags2_defined
color
alpha
Base Texture with lighting built in
Animation Frame
Base Texture Texcoord Transform
color2
tint value to be applied when running on new-style srgb parts
Self-illumination tint
detail texture
frame number for $detail
scale of the detail texture
mode for combining detail texture with base. 0=normal, 1= additive, 2=alpha blend detail over base, 3=crossfade
blend amount for detail texture.
blend amount for detail texture on texture 2.
blend amount for detail texture on texture 3.
blend amount for detail texture on texture 4.
detail texture tint
envmap
envmap mask
$envmapmask texcoord transform
envmap tint
bump map
frame number for $bumpmap
$bumpmap texcoord transform
contrast 0 == normal 1 == color*color
saturation 0 == greyscale 1 == normal
1.0 == mirror, 0.0 == water
0 == Use diffuse bump lighting, 1 = No diffuse bump lighting
texture 1 start component for lum smoothstep
texture 1 end component for lum smoothstep
bump map
frame number for $bumpmap
$bumpmap texcoord transform
Blended texture
frame number for $basetexture2
uniform scale texture 2 uv coords
texture 2 start component for blend smoothstep
texture 2 end component for blend smoothstep
texture 2 start component for lum smoothstep
texture 2 end component for lum smoothstep
texture 2 how much the bump blends in (ignored if bumpmap2 exists)
Blended texture 3
blendmode for texture 3. 0 = blend, 1 = multiply 2x
frame number for $basetexture3
uniform scale texture 3 uv coords
texture 3 start component for blend smoothstep
texture 3 end component for blend smoothstep
texture 3 start component for lum smoothstep
texture 3 end component for lum smoothstep
texture 3 how much the bump blends in
Blended texture 4
blendmode for texture 4. 0 = blend, 1 = multiply 2x
frame number for $basetexture4
uniform scale texture 4 uv coords
texture 4 start component for blend smoothstep
texture 4 end component for blend smoothstep
texture 4 start component for lum smoothstep
texture 4 end component for lum smoothstep
texture 4 how much the bump blends in
whether or not to use alternate bumpmap format with height
force bump-mapping on, even for low-end machines
Scale factor for 'seamless' texture mapping. 0 means to use ordinary mapping
blend factor between the luminance of layer 2 and layer one
blend factor between the luminance of layer 3 and layers below it
blend factor between the luminance of layer 4 and layers below it
Enable anisotropic cubemap lookups for macroscopically rough/microscopically smooth surfaces, like wet asphalt
Scale anisotropy amount for cubemap lookups
How much the lightmap effects environment map reflection, 0.0 is off, 1.0 will allow complete blackness of the environment map if the lightmap is black
Thresholds for the lightmap envmap effect. Setting the min higher increases the minimum light amount at which the envmap gets nerfed to nothing.