$halflambert: Difference between revisions
		
		
		
		
		
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 Important:In stock shaders for
Important:In stock shaders for  to
 to  , half-lambertian lighting is forcibly enabled on
, half-lambertian lighting is forcibly enabled on  ) is enabled.
) is enabled.
 Important:Not designed for static props:
Important:Not designed for static props:
		
	
| mNo edit summary | 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.
 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.
 Important:In stock shaders for
Important:In stock shaders for  to
 to  , half-lambertian lighting is forcibly enabled on
, half-lambertian lighting is forcibly enabled on VertexLitGeneric regardless of $halflambert setting when $phong is enabled, unless $phongdisablehalflambert(in all games since  ) is enabled.
) is enabled. Important:Not designed for static props:
Important:Not designed for static props:
- 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 %alphatexturewith half opacity.
Syntax
$halflambert 1



























