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There is a page named "Shadows" on Valve Developer Community. See also the other search results found.

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  • '''Shadows''' may refer to: * [[Lighting#Dynamic shadows|Dynamic shadows in lighting]]
    334 bytes (43 words) - 17:06, 12 April 2021
  • #REDIRECT [[Lighting#Shadows]]
    30 bytes (3 words) - 09:45, 15 April 2008
  • #REDIRECT [[Lighting#Dynamic shadows]]
    38 bytes (4 words) - 06:08, 12 April 2009
  • [[File:Textureshadows portal2.jpg|thumb|right|Texture shadows in Portal 2]] ...[[model]] surfaces (not brushes or displacements!) to cast baked lightmap shadows based upon translucency of the {{cmd|$basetexture}} of materials with {{cmd
    2 KB (280 words) - 08:19, 4 August 2025
  • #REDIRECT [[Texture shadows]]
    29 bytes (3 words) - 20:02, 8 June 2024

Page text matches

  • '''Shadows''' may refer to: * [[Lighting#Dynamic shadows|Dynamic shadows in lighting]]
    334 bytes (43 words) - 17:06, 12 April 2021
  • ...}} As the name implies, this parameter indicates the model should not cast shadows ''(useful for [[Viewmodel|view models]]).'' {{note|Only affects runtime shadows, and not shadows from static props.}}
    279 bytes (40 words) - 19:30, 16 July 2025
  • ...A variant of this shader, '''<code>ShadowModel</code>''', is used to cast shadows on models and requires the <code>ShadowModel</code> proxy instead. ...dershadow.vmt</code> and <code>decals/rendermodelshadow.vmt</code> for its shadows.
    1 KB (143 words) - 01:07, 6 January 2024
  • ...namic_shadows|dynamic shadows]]. Useful to apply to walls and floors where shadows are drawn improperly, giving away the location of enemies. {{note|This entire entity class is a hack to mask shadows appearing on the wrong side of walls.}}
    712 bytes (111 words) - 05:17, 14 May 2025
  • [[File:Shadow render target.png|250px|thumb|right|Moving (dynamic) shadows, all clumped into one render target texture.]] ...:Shadow render target2.png|250px|thumb|right|Perhaps the most recognizable shadows are ones from the crane magnet and buggy. (shown in blue to highlight)]]
    622 bytes (95 words) - 10:22, 12 July 2024
  • ...tes to [[VRAD]] that the model should cast [[texture shadows|texture-based shadows]] from the alpha channel of the {{cmd|$basetexture}} of materials with {{cm
    421 bytes (55 words) - 08:22, 4 August 2025
  • [[File:Textureshadows portal2.jpg|thumb|right|Texture shadows in Portal 2]] ...[[model]] surfaces (not brushes or displacements!) to cast baked lightmap shadows based upon translucency of the {{cmd|$basetexture}} of materials with {{cmd
    2 KB (280 words) - 08:19, 4 August 2025
  • #REDIRECT [[Shadows]]
    21 bytes (2 words) - 19:22, 24 July 2018
  • #REDIRECT [[Lighting#Shadows]]
    30 bytes (3 words) - 09:45, 15 April 2008
  • #REDIRECT [[Texture shadows]]
    29 bytes (3 words) - 20:02, 8 June 2024
  • #REDIRECT [[Lighting#Dynamic shadows]]
    38 bytes (4 words) - 06:08, 12 April 2009
  • ..., this effect has a negative impact on objects and new lights with enabled shadows, also [[Half Lambert|half lambert]] isn't physically accurate and is simila File:gbufferhalflambert_on.jpg|Gbuffer's half lambert is enabled. Shadows are disabled.
    2 KB (226 words) - 05:37, 12 January 2025
  • An entity to control the sunlight that casts shadows in the map. Nearly identical to [[env_global_light]] in both function and a ...This is the distance of the sun, greater distances produce more orthogonal shadows.}}
    2 KB (280 words) - 05:04, 19 May 2025
  • 定义整个地图的{{L|Dynamic Shadows|动态阴影}}的方向、颜色和衰减距离。 {{KV|All Shadows Disabled|boolean|此功能仅在半条命2中可用。{{confirm}}}}
    1 KB (86 words) - 14:07, 21 April 2025
  • ...direction, color and attenuation distance of all [[Dynamic Shadows|dynamic shadows]] created for the entire map. ...{{Bms|4}} shadows are disabled by default. Also shadows always use lowest shadows detail setting, so that they look like a darkening under models, due to thi
    4 KB (545 words) - 17:50, 8 May 2025
  • ...ing shadows correctly. You can prevent yourself from crashing by disabling shadows with <code>r_shadows 0</code>. The page below describes the issue in techni ...lly 1000 units or more in size, casting [[Lighting#Dynamic_Shadows|dynamic shadows]] across a large area which hits the shadow triangle limit in the engine. M
    2 KB (310 words) - 13:35, 17 May 2025
  • Он определяет направление, цвет и расстояние затухания {{L|Dynamic Shadows|Динамические тени}}, создаваемых {{ent|light_env {{KV|All Shadows Disabled|intn=disableallshadows|boolean|Disable shadows entirely.}}
    3 KB (231 words) - 22:02, 18 March 2025
  • ...ssigned {{codelink|EF_NOSHADOW}} when spawned, disabling render-to-texture shadows.
    317 bytes (43 words) - 14:48, 12 May 2025
  • ...shadows.jpeg|thumbnail|Screenshot in-game of {{hl1|4}}, using Rudimentary Shadows.]] * Rudimentary Shadows - {{code|r_shadows ꞊ 1}}
    973 bytes (127 words) - 19:46, 8 October 2025
  • ...ight casts in. Use lower values to simulate a more distant sun and sharper shadows.}} ...If shadows are disabled, light may appear to go through objects. Disabling shadows may be ideal for lower-detail environments due to being less [[expensive]].
    3 KB (390 words) - 06:56, 4 June 2025
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