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Template:Shader Texture Table Header: Difference between revisions

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Justin113D (talk | contribs)
Created page with "<includeonly>{| class="wikitable" width="100%" |+ !width=1%|Name !width=1%|Index !width=1%|UV Index !width=1%|Kind !width=24%| Red !width=24%| Green !width=24%| Blue !width=24%| Alpha |- </includeonly> <noinclude> == Examples == {{Shader Texture Table Header}} !<code>diffuse</code> |0 |0 |Albedo |colspan="3"|Albedo color |Transparency |- !<code>test</code> |1 |2..."
 
Justin113D (talk | contribs)
Added tooltips
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<includeonly>{| class="wikitable" width="100%"
<includeonly>{| class="wikitable" width="100%"
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!width=1%|Name
!width=1%|{{#tip-text: Name|Name of the material texture slot}}
!width=1%|Index  
!width=1%|{{#tip-text: Index|Index of the texture slot name, starting from 0; This is important when a shader has the same slot name multiple times, in which case their order determines how each slot is used}}
!width=1%|UV Index
!width=1%|{{#tip-text: UV Index|Which UV map the slot uses, which is either an index from 0 to 3 or "any", in which case the UV map can be selected in the material.
!width=1%|Kind
If a model does not have a UV Map for the specified index, then the game will fall back to UV Index 0}}
!width=24%| Red
!width=1%|{{#tip-text: Kind|Which kind of texture the slot generally falls into. More precise documentation is found on the right}}
!width=24%| Green
!width=24%| {{#tip-text: Red|How the red component of the texture gets used}}
!width=24%| Blue
!width=24%| {{#tip-text: Green|How the green component of the texture gets used}}
!width=24%| Alpha
!width=24%| {{#tip-text: Blue|How the blue component of the texture gets used}}
!width=24%| {{#tip-text: Alpha|How the alpha component of the texture gets used}}
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</includeonly>

Revision as of 07:18, 8 August 2025



Examples

Name

Index

UV Index

Kind

Red

Green

Blue

Alpha

diffuse 0 0 Albedo Albedo color Transparency
test 1 2 N/A Multi Component Example :)


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