$halflambert: Difference between revisions
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Important:In stock shaders for
to
, half-lambertian lighting is forcibly enabled on
) is enabled.
Important:Not designed for static props:
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SirYodaJedi (talk | contribs) (Eh, I'll add workarounds to the %alphatexture page instead) Tag: Manual revert |
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[[Category: | [[File:Alyx_lambert_half_lambert.jpg|right|200px|thumb|Lambertian (left) and Half Lambertian (right)]] | ||
{{This is a|shader parameter|name=$halflambert|shader=VertexLitGeneric|shader1=Teeth|shader2=EyeRefract|shader3=VortWarp|shader4=Infected (shader)}} It is a boolean parameter that enables [[Half Lambert|half-lambertian]] lighting, which wraps lighting further around a model to prevent it from losing definition. It only works on models. | |||
{{important|In stock shaders for {{src07}} to {{portal2branch}}, half-lambertian lighting is forcibly enabled on <code>VertexLitGeneric</code> regardless of <code>$halflambert</code> setting when {{ent|$phong}} is enabled, unless <code>$phongdisablehalflambert</code>{{as|since}} is enabled.}} | |||
{{note|This parameter is forcibly disabled since {{csgo}} due to conflicts with cascade shadow mapping.}} | |||
{{important|Not designed for static props: | |||
* Does not work on [[static prop]]s which have lighting baked [[VHV|per-vertex]] or [[PPL|into lightmaps]] in stock [[VRAD]]; this could be achieved with a custom VRAD. | |||
* Shadows cast by static props will always be full-lambertian. This could potentially be worked around by using an {{cmd|%alphatexture}} with half opacity. | |||
}} | |||
==Syntax== | |||
$halflambert 1 | |||
[[Category:Shader parameters|halflambert]] | |||
[[Category:VMT Lighting]] | [[Category:VMT Lighting]] |
Latest revision as of 11:14, 9 April 2025


$halflambert
is a material shader parameter for the VertexLitGeneric, Teeth, EyeRefract, VortWarp, and Infected (shader) shader available in all Source games. It is a boolean parameter that enables half-lambertian lighting, which wraps lighting further around a model to prevent it from losing definition. It only works on models.



VertexLitGeneric
regardless of $halflambert
setting when $phong is enabled, unless $phongdisablehalflambert
(in all games since 

- Does not work on static props which have lighting baked per-vertex or into lightmaps in stock VRAD; this could be achieved with a custom VRAD.
- Shadows cast by static props will always be full-lambertian. This could potentially be worked around by using an %alphatexture with half opacity.
Syntax
$halflambert 1