$emissiveblend

It provides advanced self-illumination that can be flowed using a flowmap. It is used for the Vortigaunts in and succeeds the shader from . All parameters must be specified except for $emissiveblendstrength in order for the effect to work properly.
==Parameters==
This is the texture that is the glow itself, overlaying the underlying base material.
You can think of it as the overall mask for the effect. It is mapped to the model's UV and stays in one place. The glowiness of $emissiveblendtexture is 'contained' within this texture based on its brightness (as in, the black pixels of $emissiveblendbasetexture won't be contributing to the glow, as the effect is additive.
The alpha channel of $emissiveblendbasetexture isn't used by the shader, so it's advised to use an alpha-less VTF format (DXT1 or BGR888) to save on file size.
This texture controls the way $emissiveblendtexture moves. Flowmaps generate motion based on their red and green values and composition, and can be quite confusing to visualise mentally. 
Tints the $emissiveblendtexture. The values can go above 1 for a stronger effect. 
== Example ==
=== Static===
This is an example of a static $emissiveblend texture. It will appear just like $selfillum does.
$EmissiveBlendEnabled 		1					// Enable EmissiveBlend. Like $selfillum 1	
$EmissiveBlendStrength 		1 					// how strong the entire glow effect is.
$EmissiveBlendTexture 		vgui/white			// This will be useless, but is required.
$EmissiveBlendBaseTexture 	Glow_texture_color	// this is the glowing texture.vtf
$EmissiveBlendFlowTexture 	vgui/white	 		// EmmisiveBlend can "flow" or move. But ours is static, so a white texture is used.
$EmissiveBlendTint 			" [ 1 1 1 ] "		// RGB glow intensity. Leave at 1 1 1. This can be used to change how strong each color should glow. So instead of using a darker red color, you may use [.5 1 1] to have red glow half as strong.
$EmissiveBlendScrollVector 	" [ 0 0 ] " 		// makes the EmmissiveBlend flow in either direction if a proper EmissiveBlendFlowTexture were set. But ours is static, so leave at 0 0
=== Flowing ===
This is an example of a flowing $emissiveblend texture. It will appear like as if water is flowing across a model.
: 
$EmissiveBlendEnabled 		1						// Enable EmissiveBlend. Like $selfillum 1	
$EmissiveBlendStrength 		1 						// how strong the entire glow effect is.
$EmissiveBlendTexture 		Glow_texture_color		// this is the glowing texture.vtf
$EmissiveBlendBaseTexture 	Glow_texture_mask		// This is the glowing texture's mask, like $selfillummask. SHOULD BE VTF i8 FORMAT, NOT DXT5!!!
$EmissiveBlendFlowTexture 	Glow_texture_mask_flow	// EmmisiveBlend can "flow" or move. This here is the flowmap used, just like water.
$EmissiveBlendTint 			" [ 1 1 1 ] "			// RGB glow intensity. Leave at 1 1 1. This can be used to change how strong each color should glow. So instead of using a darker red color, you may use [.5 1 1] to have red glow half as strong.
$EmissiveBlendScrollVector 	" [ 0 0 ] " 			// makes the EmmissiveBlend flow in either direction if a proper EmissiveBlendFlowTexture were set. But ours is static, so leave at 0 0
The only known material using this shader parameter, found in , materials/models/vortigaunt/vortigaunt_blue.vmt
 "VertexLitGeneric"
 {
 	"$surfaceprop" "default"
 	"$basetexture" "Models/vortigaunt/vortigaunt_base"
 	"$bumpmap" "Models/vortigaunt/vortigaunt_normal"
 	"$phong" "1"
 	"$phongboost" "10"
 	"$phongexponenttexture" "Models/vortigaunt/vortigaunt_exponent"
 	"$phongalbedotint" "1"
 	"$phongfresnelranges" "[.18 .4 1]"
 	"$halflambert" "1"
 	"$nodecal" "1"
 
 	// Rim lighting parameters
 	"$rimlight" "1"												// To enable rim lighting (requires phong)
 	"$rimlightexponent" "10"										// Exponent for phong component of rim lighting	
 	"$rimlightboost" "3"										// Boost for ambient cube component of rim lighting
 
 
 	// Blend between color textures
 	"$detail" "Models/Vortigaunt/vortigaunt_blue"
 	"$detailblendmode" "3"
 	"$detailblendfactor" "0.0"
 	"$detailScale" "1.0"
 
 	// Emissive Scroll Pass
 	"$emissiveBlendEnabled" "1" // Enables effect
 	"$emissiveBlendTexture" "models/vortigaunt/vortigaunt_illum"
 	"$emissiveBlendBaseTexture" "Models/Vortigaunt/vortigaunt_blue"
 	"$emissiveBlendFlowTexture" "models/vortigaunt/vortigaunt_flow"
 	"$emissiveBlendTint" "[1 1 1]"
 	"$emissiveBlendScrollVector" "[0.11 0.124]"
 	"$time" "0"
 	"Proxies"
 	{
 		"VortEmissive"
 		{
 		}
 		"MaterialModify"
 		{
 		}
 		"CurrentTime"
 		{
 			"resultVar" "$time"
 		}
 	}
 }
== Gallery ==
File:vort_emissive_chart.jpg|The makeup of the $emissiveblend effect on the Vortigaunt model. $detail has been disabled for better visibility.
File:vort_emissive_gif.gif|The effect in action. (open)
== See also ==
* 
* 
emissiveblend