Enum SpriteCardTextureType ​
Namespace: ValveResourceFormat.Renderer.Particles
Assembly: Renderer.dll
What role a texture layer plays. DIFFUSE through UVDISTORTION_ZOOM are colour layers, differing in which effect is applied to the sample; NORMALMAP and ANIMMOTIONVEC are not colour at all and must stay out of the colour chain.
public enum SpriteCardTextureTypeFields ​
SPRITECARD_TEXTURE_DIFFUSE = 0
A plain colour layer.
SPRITECARD_TEXTURE_ZOOM = 1
Colour, blurred by a time-driven zoom about the card centre.
SPRITECARD_TEXTURE_1D_COLOR_LOOKUP = 2
A gradient ramp, looked up by the luminance of what is beneath it.
SPRITECARD_TEXTURE_UVDISTORTION = 3
Its red and green offset where the previous layer is sampled from.
SPRITECARD_TEXTURE_UVDISTORTION_ZOOM = 4
Zoom blur, then distortion driven by the blurred result.
SPRITECARD_TEXTURE_NORMALMAP = 5
A normal map for lighting, not a colour contribution.
SPRITECARD_TEXTURE_ANIMMOTIONVEC = 6
Motion vectors for sheet frame interpolation, not a colour contribution.
See Also ​
https://s2v.app/SchemaExplorer/cs2/particles/SpriteCardTextureType_t

