VertexLitGeneric: Difference between revisions
		
		
		
		
		
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| Deprecated (talk | contribs)  (Added $decaltexture to list of supported parameters) | mNo edit summary | ||
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| {{ | {{lang|VertexLitGeneric}} | ||
| '''<code style="color:white">VertexLitGeneric</code>''' is a [[material]] [[shader]] available in all [[Source]] games. It is the shader most commonly used to render [[models|models]], and supports a variety of effects. | |||
| == Supported Parameters == | == Supported Parameters == | ||
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| {{MatParam|$allowfencerenderstatehack|bool|Fence render hack for cascade shadow maps, allows shadow maps to work properly with fences.|since={{csgo}}}} | {{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}}}} | {{MatParam|$disablecsmlookup|bool|Disable cascade shadow map lookup/filtering, useful on dense foilage.|since={{csgo}}}} | ||
| {{MatParam|[[$allowdiffusemodulation]]|bool|Prevents the model's material from being tinted by <code>$color2</code> or <code>rendercolor.</code>|since={{l4d}}}} | |||
| {{MatParam|[[$notint]]|bool|Prevents the model's material from being tinted by <code>$color2</code> or <code>rendercolor.</code>|only={{csgo}}|also={{P2CE}}}} | |||
| === Cloak === | ===Cloak=== | ||
| <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. | <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. | ||
Revision as of 04:41, 8 June 2021
VertexLitGeneric is a material shader available in all Source games. It is the shader most commonly used to render models, and supports a variety of effects.
Supported Parameters
- $bumpmap
- Normal mapping.
- $color2
- Color tinting.
- $decaltexture (only in  ) )
- Use a 2nd UV channel for high-resolution decal support.
- $detail
- Detail texturing.
- $envmap
- Specular reflections.
- $emissiveblend (in all games since  ) )
- Advanced flowing self-illumination, used on the Vortigaunts in Template:Game link.
- $flesh (in all games since  ) )
- 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 (in all games since  ) )
- Constant rimlight based on phong and the ambient lighting.
- $selfillum
- Self-illumination.
- $translucent
- $alpha
- Expensive and cheap transparency.
- $compress(in all games since ) )
- $stretch(in all games since ) )
- Wrinklemaps for character faces.
- $treeSway (in all games since  ) )
- Vertex manipulation to give the effect of trees swaying in the wind.
Misc Parameters
$flashlightnolambert
$seperatedetailuvs
$desaturatewithbasealpha
$lowqualityflashlightshadows
$allowfencerenderstatehack
$disablecsmlookup
[[$allowdiffusemodulation|$allowdiffusemodulation]]
[[$notint|$notint]]
Cloak
VertexLitGeneric natively supports the Spy cloak effect from Template:Game link. 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.

























