VertexLitGeneric: Difference between revisions

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{{Shader|VertexLitGeneric}} It is the shader most commonly used to render [[models]], and supports a variety of effects.
{{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

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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 Counter-Strike: Global Offensive)
Use a 2nd UV channel for high-resolution decal support.
$detail
Detail texturing.
$envmap
Specular reflections.
$emissiveblend (in all games since Source 2007)
Advanced flowing self-illumination, used on the Vortigaunts in Half-Life 2: Episode Two Half-Life 2: Episode Two .
$flesh (in all games since Source 2007)
The flesh effect used for Alyx in Half-Life 2: Episode Two.
$halflambert
Half-lambertian shading.
$lightwarptexture (in all games since Source 2006)
Per-texel color modification via a warp texture.
$phong (in all games since Source 2006)
Diffuse reflections.
$rimlight (in all games since Source 2007)
Constant rimlight based on phong and the ambient lighting.
$selfillum
Self-illumination.
$translucent
$alpha
Expensive and cheap transparency.
$compress (in all games since Source 2007)
$stretch (in all games since Source 2007)
Wrinklemaps for character faces.
$treeSway (in all games since Left 4 Dead)
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 Team Fortress 2 Team Fortress 2 . You will want to combine it with a sine wave proxy for the full effect.

$cloakpassenabled $cloakfactor $cloakcolortint $refractamount

See also