VertexLitGeneric: Difference between revisions
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Deprecated (talk | contribs) (Rewrite to provide details for parameters, added misc parameters, remove stub category) |
Deprecated (talk | contribs) (Changed to use Shader, MatParam, and ent templates where applicable, added game add information, added misc CSGO parameters) |
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{{Shader|VertexLitGeneric}} It is the shader most commonly used to render [[models]], and supports a variety of effects. | |||
== Supported Parameters == | == Supported Parameters == | ||
; | ;{{ent|$bumpmap}} | ||
: Bumpmapping. | : Bumpmapping. | ||
;<code>[[$color#Models|$color2]]</code> | ;<code>[[$color#Models|$color2]]</code> | ||
: Color tinting. | : Color tinting. | ||
; | ;{{ent|$detail}} | ||
: Detail texturing. | : Detail texturing. | ||
; | ;{{ent|$envmap}} | ||
: Specular reflections. | : Specular reflections. | ||
; | ;{{ent|$emissiveblend}} {{EP2 add}} | ||
: Advanced flowing self-illumination, used on the Vortigaunts in Episode | : Advanced flowing self-illumination, used on the Vortigaunts in {{Game link|Half-Life 2: Episode Two}} | ||
; | ;{{ent|$flesh}} {{EP2 add}} | ||
: The flesh effect used for Alyx in Episode | : The flesh effect used for Alyx in Half-Life 2: Episode Two. | ||
; | ;{{ent|$halflambert}} | ||
: Half-lambertian shading. | : Half-lambertian shading. | ||
; | ;{{ent|$lightwarptexture}} {{EP1 add}} | ||
: Per-texel color modification via a warp texture. | : Per-texel color modification via a warp texture. | ||
; | ;{{ent|$phong}} {{EP1 add}} | ||
: Diffuse reflections. | : Diffuse reflections. | ||
; | ;{{ent|$rimlight}} {{EP2 add}} | ||
: Constant rimlight based on phong and the ambient lighting. | : Constant rimlight based on phong and the ambient lighting. | ||
; | ;{{ent|$selfillum}} | ||
: Self-illumination. | : Self-illumination. | ||
; | ;{{ent|$translucent}} | ||
; | ;{{ent|$alpha}} | ||
: Expensive and cheap transparency. | : Expensive and cheap transparency. | ||
;<code>[[Wrinkle_maps#Materials_and_textures|$compress]]</code> | ;<code>[[Wrinkle_maps#Materials_and_textures|$compress]]</code> {{EP2 add}} | ||
;<code>[[Wrinkle_maps#Materials_and_textures|$stretch]]</code> | ;<code>[[Wrinkle_maps#Materials_and_textures|$stretch]]</code> {{EP2 add}} | ||
: Wrinklemaps for character faces. | : Wrinklemaps for character faces. | ||
; | ;{{ent|$treeSway}} {{L4D add}} | ||
: Vertex manipulation to give the effect of trees swaying in the wind. | : Vertex manipulation to give the effect of trees swaying in the wind. | ||
===Misc Parameters=== | ===Misc Parameters=== | ||
{{MatParam|$desaturatewithbasealpha|float|Use the base alpha to desaturate the base texture. Set to non-zero to enable, value gets multiplied into the alpha channel before desaturating.|since=AS}} | |||
{{MatParam|$flashlightnolambert|bool|{{todo|''Flashlight pass sets N.L{{=}}1.0''}}}} | |||
{{MatParam|$seperatedetailuvs|bool|{{todo|''Use texcoord1 for detail texture''}}}} | |||
{{MatParam|$allowfencerenderstatehack|bool|Fence render hack for cascade shadow maps, allows shadow maps to work properly with fences.|since=CSGO}} | |||
{{MatParam|$disablecsmlookup|bool|Disable cascade shadow map lookup/filtering, useful on dense foilage.|since=CSGO}} | |||
=== Cloak === | === Cloak === | ||
VertexLitGeneric natively supports the Spy cloak effect from | <code>VertexLitGeneric</code> natively supports the Spy cloak effect from {{Game link|Team Fortress 2}}. You will want to combine it with a sine wave [[Material Proxies|proxy]] for the full effect. | ||
{{MatParam|$cloakpassenabled|bool|Enables cloaking effects.}} | |||
{{MatParam|$cloakfactor|normal|0 {{=}} fully visible, 1 {{=}} fully invisible.}} | |||
{{MatParam|$cloakcolortint|RGB matrix|Colors the refraction effect. Default is white.}} | |||
{{MatParam|$refractamount|float|How strong the refraction effect should be when the material is partially cloaked. Default 2.}} | |||
=== See also === | === See also === | ||
* [[Materials_for_models#Compiling_your.VMT_:_Valve_Material_Type|Materials for models]] | * [[Materials_for_models#Compiling_your.VMT_:_Valve_Material_Type|Materials for models]] | ||
* | *{{ent|EyeRefract}}, the shader for modeled eyes. | ||
* | *{{ent|Teeth}}, the shader for modeled teeth. | ||
Revision as of 11:56, 27 June 2019
VertexLitGeneric
It is the shader most commonly used to render models, and supports a variety of effects.
Supported Parameters
- $bumpmap
- Bumpmapping.
$color2
- Color tinting.
- $detail
- Detail texturing.
- $envmap
- Specular reflections.
- $emissiveblend Template:EP2 add
- Advanced flowing self-illumination, used on the Vortigaunts in
Half-Life 2: Episode Two
- $flesh Template:EP2 add
- The flesh effect used for Alyx in Half-Life 2: Episode Two.
- $halflambert
- Half-lambertian shading.
- $lightwarptexture (in all games since
)
- Per-texel color modification via a warp texture.
- $phong (in all games since
)
- Diffuse reflections.
- $rimlight Template:EP2 add
- Constant rimlight based on phong and the ambient lighting.
- $selfillum
- Self-illumination.
- $translucent
- $alpha
- Expensive and cheap transparency.
$compress
Template:EP2 add$stretch
Template:EP2 add- Wrinklemaps for character faces.
- $treeSway Template:L4D add
- Vertex manipulation to give the effect of trees swaying in the wind.
Misc Parameters
$desaturatewithbasealpha
$flashlightnolambert
$seperatedetailuvs
$allowfencerenderstatehack
$disablecsmlookup
Cloak
VertexLitGeneric
natively supports the Spy cloak effect from Team Fortress 2 . You will want to combine it with a sine wave proxy for the full effect.
$cloakpassenabled
$cloakfactor
$cloakcolortint
$refractamount
See also
- Materials for models
- EyeRefract, the shader for modeled eyes.
- Teeth, the shader for modeled teeth.