$nocull: Difference between revisions
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Note:Has no effect on world brushes (so tie each one to func_detail). Works on displacements.
Confirm:Seems to only work on func_detail.
Bug:Cannot be used with $translucent on models. Use $alphatest instead.
Confirm:Does it work with $alpha? [todo tested in ?]
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{{ | {{This is a|shader parameter|name=$nocull}} It disables backface culling, resulting in triangles showing from both sides. It is used to allow for infinitely thin dual sided objects without duplicating the triangles with reversed vertex order. Lighting will still only be calculated from the "front" side of the face, and be copied to the reverse side, potentially creating an effect where light bleeds through to the other side like a thin sheet hung up in direct sunlight, so use with caution. | ||
{{bug|Cannot be used with | {{note|Has no effect on [[world brush]]es (so tie each one to [[func_detail]]). Works on displacements.{{modernConfirm|Seems to ''only'' work on func_detail.}}}} | ||
{{bug|Cannot be used with {{mono|[[$translucent]]}} on [[model]]s. Use {{mono|[[$alphatest]]}} instead.{{modernConfirm|Does it work with {{mono|[[$alpha]]}}? }}}} | |||
==VMT Syntax and Examples== | ==VMT Syntax and Examples== | ||
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[[$alphatest]] 1 | [[$alphatest]] 1 | ||
'''$nocull 1''' | '''$nocull 1''' | ||
} | }[[Category:Shader parameters|n]] | ||
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Latest revision as of 10:00, 10 August 2024
$nocull
is a material shader parameter available in all Source games. It disables backface culling, resulting in triangles showing from both sides. It is used to allow for infinitely thin dual sided objects without duplicating the triangles with reversed vertex order. Lighting will still only be calculated from the "front" side of the face, and be copied to the reverse side, potentially creating an effect where light bleeds through to the other side like a thin sheet hung up in direct sunlight, so use with caution.




VMT Syntax and Examples
$nocull <bool>
LightmappedGeneric { $basetexture glass\window001a $nocull 1 }
VertexLitGeneric { $basetexture models\items\medkit $nocull 1 }
VertexLitGeneric { $basetexture models\props_2fort\blue_window001_glass $alphatest 1 $nocull 1 }