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Bug: Using "$basealphaenvmapmask" 1 with "$ssbump" enabled completely breaks the Lightmappedgeneric shader

Open Wheattttt opened this issue 2 years ago • 0 comments

Describe the bug

Materials with $ssbump enabled seem to only allow using the envmapmask from the bump/normal texture. attempting to use $basealphaenvmapmask 1 to use the basetexture's alpha as the envmapmask instead results in the shader self-combusting.

In-editor, the shader seems to be directly showing world coordinates through the envmapmask:

https://github.com/StrataSource/Engine/assets/33504404/f51d87ec-487a-4916-a755-a6cd45121822

(The one on the right is a functional copy of the material without envmaps)

In-game, the shader seems to completely break down and draws nothing to the screen depending on the visleaf you are in:

https://github.com/StrataSource/Engine/assets/33504404/740206e3-9562-4cdd-aa3f-86c113a7f93b

(Once again, one of the slabs is a functional copy of the material for demonstration purposes)

To Reproduce

  1. Install example materials into custom folder
  2. Open provided VMF in hammer, or open provided .bsp in-engine
  3. Observe the visual effects listed above

Issue Map

EXAMPLE MAP (.vmf + .bsp) texturebugmap.zip

EXAMPLE MATERIALS (should be installed when trying to view the .vmf) materialbug.zip

Expected Behavior

Ideally, materials with $ssbump and $basealphaenvmapmask should take the bump data from the bump texture, and the envmapmask from the basetexture's alpha, rather than doing whatever this is.

Operating System

Windows 11

Wheattttt avatar Nov 16 '23 21:11 Wheattttt