Counter-Strike 2 Workshop Tools/Materials/Material Creation/Csgo Environment

Csgo Environment is a simple shader in , intended for being used on world geometry.
Page is loosely organized based on how it appears in Material Editor.
= Material Variables =
== Material1 == 
Color
*Color (Image Input) - Diffuse color texture for this layer. Typically you will want to remove any baked in lighting information from this texture.
**Image Suffix: _color
Tint Mask
*Tint Mask (Image Input) - Grayscale mask texture that controls which areas should be color tinted. Black = no tinting. White = full tinting. You can specify the color tint directly using the 'color tint' attribute in the material - or more usefully use the 'color' attribute in Hammer to adjust the color tint on a per-instance basis.
**Image Suffix: _mask
Translucent
*Translucency (Image Input)
**Image Suffix: _trans
* Alpha Test Reference (Range: 0.010 - 0.990) 
For 'alpha test' (1bit) alpha textures this adjusts the cutoff point between 100% transparent and 100% opaque. Useful, particularly, when the alpha test surface is disappearing at lower mip levels.
* Anti Aliased Edge Strength (Range: 0.000 - 1.000)
Lighting
*Normal (Image Input)
**Image Suffix: _normal
*Normal Detail (Image Input)
**Image Suffix: _normal
*Roughness (Image Input)
**Image Suffix: _rough
*Ambient Occlusion (Image Input)
**Image Suffix: _ao
*Metalness (Image Input) - Controls color tinting of the specular highlites. The tint color is based on the underlying diffuse color texture. Typically used for metal materials but is useful on all surfaces when used sparingly.
**Image Suffix: _metal
Height
*Height (Image Input)
**Image Suffix: _height
Texture Transform
*Tex Coord Center - 
**Left Box - , U coord, ranges 0-1
**Right Box - , V coord, ranges 0-1
*Tex Coord Scale - Adjusts the U and V scale for this layer.
**Left Box - , U coord, multiplier, any number.
**Right Box - , V coord, multiplier, any number.
*Tex Coord Rotation - Rotates the texture. Range is -360 to +360
*Tex Coord Offset - Offsets the UVs for this map by the specified values.
**Left Box - , U coord, ranges 0-1
**Right Box - , V coord, ranges 0-1
== Lighting (Appears When Toggled) ==
Lighting
*Secondary Ambient Occlusion(Image Input)
**Image Suffix: _ao
*Secondary Ambient Occlusion Levels - 
== Color ==
*Color Tint - Multiplies the specified color over the entire layer.
*Model Tint Amount (Range 0.000 - 1.000)
*Scale TexCoord U By Model Scale Axis - 
**UV.u*model.x - 
**UV.u*model.y - 
**UV.u*model.z - 
*Scale TexCoord V By Model Scale Axis - 
**UV.u*model.x - 
**UV.u*model.y - 
**UV.u*model.z - 
== Fog ==
*Fog Enabled - Choose whether or not material is affected by fog.
== Texture Address Mode ==
*Address Mode U - 
**Wrap - 
**Mirror - 
**Clamp - 
**Border - 
**MirrorOnce - 
*Address Mode V - 
**Wrap - 
**Mirror - 
**Clamp - 
**Border - 
**MirrorOnce - 
== Translucent ==
* Alpha Test Reference (Range: 0.010 - 0.990) 
For 'alpha test' (1bit) alpha textures this adjusts the cutoff point between 100% transparent and 100% opaque. Useful, particularly, when the alpha test surface is disappearing at lower mip levels.
* Anti Aliased Edge Strength (Range: 0.000 - 1.000)
= Shader Features =
== Shadows ==
*Do Not Cast Shadows - Disables shadows being cast from this material.
== 2-Sided Rendering ==
*Render Backfaces - Disables culling on backfaces.
*Don't Flip Backface Normals - Doesn't flip the backfaces normals, when Render Backfaces is enabled.
== Z-Buffering ==
*Disable Z Buffering - 
*Occlusion Culling Bounds Scale - 
**When Enabled: Adds a variable multiplier with a range of 1.000 - 100.000
== Z-Prepass ==
*Disable Z Prepass - 
== Secondary UVs ==
*Secondary Uv - Enable use of the second UV, if one exists on the model.
*Secondary Ao - 
*Detail Normal Uses Secondary UVs - {{}Clarify}
== Detail ==
*Detail Normal - Adds Normal Detail variable to Material1
== Create Variation ==
*Material Reference - 
== Translucent ==
*Alpha Test - 
Category:Source 2
Category:Counter-Strike 2 Workshop Tools