Just through this into a blank .vmt file and work from there, comment out what you don't need.
- Code: Select all
"VertexlitGeneric"
{
// VertexlitGeneric shader params Source2009 (OB) - L4D2
// Base diffuse texture
"$basetexture" "models/cra0kalo/basetexture"
// Compression wrinklemap
"$compress" "models/cra0kalo/basetexture"
// Expansion wrinklemap
"$stretch" "models/cra0kalo/basetexture"
// ------------------------------------
// Bump Map and normal maps
// ------------------------------------
// Bump map
"$bumpmap" "models/cra0kalo/basetexture"
// Bump map has the specular map in the alpha channel
"$normalmapalphaenvmapmask" 1
// Compression bump map
"$bumpcompress""models/cra0kalo/basetexture"
// Expansion bump map
"$bumpstretch" "models/cra0kalo/basetexture"
// Frame number for $bumpmap
"$bumpframe" "0"
// Bumpmap texcoord transform
"$bumptransform" "center .5 .5 scale 1 1 rotate 0 translate 0 0"
// ------------------------------------
// Specular lighting and reflections
// ------------------------------------
// Reflection environment map
"$envmap" "env_cubemap"
// Reflection cubemap
"$envmap" "models/cra0kalo/basetexture"
"$envmapframe" "0"
// Specular map (note that this does NOT work when using a bumpmap, instead place in the alpha of bump)
"$envmapmask" "models/cra0kalo/basetexture"
"$envmapmaskframe" "0"
// Specular texcoord transform
"$envmapmasktransform" "center .5 .5 scale 1 1 rotate 0 translate 0 0"
// Specular tint
"$envmaptint" "[1 1 1]"
// Specular contrast
"$envmapcontrast" "0"
// Specular saturation
"$envmapsaturation" "1"
// Degree to which Fresnel should be applied to env map
"$envmapfresnel" "0"
// ------------------------------------
// Phong
// ------------------------------------
// Phong enabled?
"$phong" "1"
// Phong exponent for local specular lights
"$phongexponent" "1"
// Phong tint for local specular lights
"$phongtint" "[1 1 1]"
// Apply tint by albedo (controlled by spec exponent texture)
"$phongalbedotint" "1"
// Warp the specular term
"$phongwarptexture" "models/cra0kalo/basetexture"
// Parameters for remapping fresnel output
"$phongfresnelranges" "[0 0.5 1]"
// Phong overbrightening factor (specular mask channel should be authored to account for this)
"$phongboost" "1"
// Phong Exponent map
"$phongexponenttexture" "models/cra0kalo/basetexture"
// Indicates that there is no normal map and that the phong mask is in base alpha
"$basemapalphaphongmask" "0"
// Invert the phong mask (0=full phong, 1=no phong)
"$invertphongmask" "0"
// ------------------------------------
// Rim lighting
// ------------------------------------
// Rim enabled?
"$rimlight" "1"
// Exponent for rim lights
"$rimlightexponent" "4"
// Boost for rim lights
"$rimlightboost" "1"
// Indicates whether or not to use alpha channel of exponent texture to mask the rim term
"$rimmask" "1"
// ------------------------------------
// Detail map
// ------------------------------------
// Detail texture
"$detail" "models/cra0kalo/basetexture"
"$detailframe" "0"
// Scale of the detail texture
"$detailscale" "4"
// Mode for combining detail texture with base. 0=normal, 1= additive, 2=alpha blend detail over base, 3=crossfade
"$detailblendmode" "2"
// Blend amount for detail texture
"$detailblendfactor" "1"
// Detail texture tint
"$detailtint" "[1 1 1]"
// $detail texcoord transform
"$detailtexturetransform" "center .5 .5 scale 1 1 rotate 0 translate 0 0"
// ------------------------------------
// Self-illumination
// ------------------------------------
// Enabled?
"$selfillum" "1"
// Self-illumination tint
"$selfillumtint" "[1 1 1]"
// Defines that self illum value comes from env map mask alpha
"$selfillum_envmapmask_alpha" "0"
// Self illum fresnel
"$selfillumfresnel" "1"
// If we bind a texture here, it overrides base alpha (if any) for self illum
"$selfillummask" "models/cra0kalo/basetexture"
// ------------------------------------
// Flesh Interior
// ------------------------------------
// Flesh (used in hl2 ep2 on Alyx)
"$FleshInteriorEnabled" "1" // Enable Flesh interior blend pass
"$FleshInteriorTexture" "models/cra0kalo/basetexture" // Flesh color texture (Mask in alpha)
"$FleshNormalTexture" "models/cra0kalo/basetexture_flesh_normal" // Flesh normal texture
"$FleshBorderTexture1D" "models/cra0kalo/basetexture_flesh_border" // Flesh border 1D texture
"$FleshInteriorNoiseTexture" "Engine/noise-blur-256x256" //Flesh noise texture
"$FleshSubsurfaceTexture" "models/cra0kalo/basetexture_flesh_subsurface" // Flesh subsurface texture
"$FleshSubsurfacetint" "[1 1 1]" // Subsurface Color
"$FleshCubeTexture" "env_cubemap" // Flesh cubemap texture
"$FleshDebugforcefleshon" "0" // Flesh Debug full flesh
"$FleshBorderNoiseScale" "3" // Flesh Noise UV scalar for border
"$FleshBorderWidth" "0.2" // Width of flesh border
"$FleshBorderSoftness" "0.5" // Border softness must be greater than 0.0 and up tp 0.5
"$FleshBorderTint" "[.2 .2 .4]" // Tint / brighten the border 1D texture
"$FleshGlobalopacity" "1.0" // Flesh global opacity
"$FleshGlossBrightness" "1.0" // Change the brightness of the glossy layer
"$FleshScrollSpeed" "1.0" // Flesh scroll speed
"$Time" "0.0"
"$FleshEffectcentreradius1" "[0 0 0 0.001]" // Flesh effect center and radius
"$FleshEffectcentreradius2" "[0 0 0 0.001]" // Flesh effect center and radius 2
"$FleshEffectcentreradius3" "[0 0 0 0.001]" // Flesh effect center and radius 3
"$FleshEffectcentreradius4" "[0 0 0 0.001]" // Flesh effect center and radius 4
// ------------------------------------
// Other misc
// ------------------------------------
// Ambient Occlusion
"$ambientocclusion" "1"
// Halflambert
"$halflambert" "1"
// Lightwarp texture (1D ramp texture for tinting scalar diffuse term)
"$lightwarptexture" "models/cra0kalo/slime/slime_illu"
// Ambient (Control drawing of non-ambient light)
"$ambientonly" "0"
// Flashlight pass sets N.L=1.0
"$flashlightnolambert" "0"
// Alpha test reference -controls the 'fuzziness' of the transparency masking Using lower values like .01 will result in a more blurred and fuzzy edge
//Using lower values like .01 will result in a more blurred and fuzzy edge while a value of .99 will be extremely sharp.
"$alphatestreference" "0.0"
// Model options
"$model" 1
"$nocull" 1
"$nodecal" 1
"$nolod" 1
"$translucent" 1
"$alphatest" 1
// ------------------------------
// End of commands
}


