VertexLitGeneric: Difference between revisions
		
		
		
		
		
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| == Supported Parameters == | == Supported Parameters == | ||
| ;{{ent|$ | === Basics === | ||
| :  | ;{{ent|$basetexture}} | ||
| : Defines an albedo texture. | |||
| ; {{ent|$decaltexture}} {{only|{{csgo}}}} | ; {{ent|$decaltexture}} {{only|{{csgo}}}} | ||
| : Use a 2nd UV channel for high-resolution decal support. | : Use a 2nd UV channel for high-resolution decal support. | ||
| ;{{ent|$detail}} | ;{{ent|$detail}} | ||
| : Detail texturing. | : Detail texturing. | ||
| ;{{ent|$ | {{MatParam|$seperatedetailuvs|bool|{{todo|''Use texcoord1 for detail texture''}}|since={{src07}}}} | ||
| :  | |||
| === Adjustment === | |||
| {{MatParam|[[$allowdiffusemodulation]]|bool|Prevents the model's material from being tinted by <code>$color2</code> or <code>rendercolor.</code>|since={{l4d}}}} | |||
| ;<code>[[$color#Models|$color2]]</code> | |||
| : Color tinting. | |||
| {{MatParam|$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}}}} | |||
| ;{{ent|$lightwarptexture}} {{since|{{src06}}}} | |||
| : Per-texel color modification via a warp texture. | |||
| {{MatParam|[[$notint]]|bool|Prevents the model's material from being tinted by <code>$color2</code> or <code>rendercolor.</code>|only={{csgo}}|also={{P2CE}}}} | |||
| ;<code>[[Wrinkle_maps#Materials_and_textures|$compress]]</code> {{since|{{src07}}}} | |||
| ;<code>[[Wrinkle_maps#Materials_and_textures|$stretch]]</code> {{since|{{src07}}}} | |||
| : Wrinklemaps for character faces. | |||
| === Transparency === | |||
| {{MatParam|$allowfencerenderstatehack|bool|Fence render hack for cascade shadow maps, allows shadow maps to work properly with fences.|since={{csgo}}}} | |||
| ;{{ent|$alpha}} | |||
| : Scales the opacity of an entire material. | |||
| ;{{ent|$alphatest}} | |||
| : Specifies a mask to use to determine binary opacity. | |||
| {{MatParam|$disablecsmlookup|bool|Disable cascade shadow map lookup/filtering, useful on dense foilage.|since={{csgo}}}} | |||
| ;{{ent|$distancealpha}} {{since|{{src07}}}} | |||
| : Vector-like edge filtering. | |||
| ;{{ent|$nocull}} | |||
| : Disables backface culling. | |||
| ;{{ent|$translucent}} | |||
| : Specifies that the material should be partially see-through. | |||
| === Lighting === | |||
| ;{{ent|$bumpmap}} | |||
| : Normal mapping. | |||
| ;{{ent|$emissiveblend}} {{since|{{src07}}}} | ;{{ent|$emissiveblend}} {{since|{{src07}}}} | ||
| : Advanced flowing self-illumination, used on the Vortigaunts in {{Game link|Half-Life 2: Episode Two}}. | : Advanced flowing self-illumination, used on the Vortigaunts in {{Game link|Half-Life 2: Episode Two}}. | ||
| {{MatParam|$flashlightnolambert|bool|Tell [[env_projectedtexture|projected textures]] such as the flashlight to ignore the surface normal of the model. Useful for models with {{ent|$nocull}} such as foilage. Otherwise, lighting the face with a flashlight from behind will not affect it. Default 0.|since={{src07}}}} | |||
| ;{{ent|$halflambert}} | ;{{ent|$halflambert}} | ||
| : Half-lambertian shading. | : Half-lambertian shading. | ||
| ;{{ent|$ | {{MatParam|$lowqualityflashlightshadows|bool|Force low quality flashlight/projected texture shadows for faster performance.|since={{portal2}}}} | ||
| :  | ;{{ent|$selfillum}} | ||
| : Determines whether the surface is self-illuminated independent of environment lighting. | |||
| === Reflection === | |||
| ;{{ent|$envmap}} | |||
| : Specular reflections. | |||
| ;{{ent|$phong}} {{since|{{src06}}}} | ;{{ent|$phong}} {{since|{{src06}}}} | ||
| : Diffuse reflections. | : Diffuse reflections. | ||
| ;{{ent|$rimlight}} {{since|{{src07}}}} | ;{{ent|$rimlight}} {{since|{{src07}}}} | ||
| : Constant rimlight based on phong and the ambient lighting. | : Constant rimlight based on phong and the ambient lighting. | ||
| === Effect === | |||
| ;{{ent|$ | ;{{ent|$flesh}} {{since|{{src07}}}} | ||
| : The flesh effect used for Alyx in Half-Life 2: Episode Two. | |||
| :  | |||
| ;{{ent|$treeSway}} {{since|{{l4d}}}} | ;{{ent|$treeSway}} {{since|{{l4d}}}} | ||
| : Vertex manipulation to give the effect of trees swaying in the wind. | : Vertex manipulation to give the effect of trees swaying in the wind. | ||
| ===Cloak=== | ===Cloak=== | ||
Revision as of 08:01, 16 October 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
Basics
- $basetexture
- Defines an albedo texture.
- $decaltexture (only in  ) )
- Use a 2nd UV channel for high-resolution decal support.
- $detail
- Detail texturing.
Adjustment
[[$allowdiffusemodulation|$allowdiffusemodulation]]
- $color2
- Color tinting.
- $lightwarptexture (in all games since  ) )
- Per-texel color modification via a warp texture.
Transparency
- $alpha
- Scales the opacity of an entire material.
- $alphatest
- Specifies a mask to use to determine binary opacity.
- $distancealpha (in all games since  ) )
- Vector-like edge filtering.
- $nocull
- Disables backface culling.
- $translucent
- Specifies that the material should be partially see-through.
Lighting
- $bumpmap
- Normal mapping.
- $emissiveblend (in all games since  ) )
- Advanced flowing self-illumination, used on the Vortigaunts in Template:Game link.
- $halflambert
- Half-lambertian shading.
- $selfillum
- Determines whether the surface is self-illuminated independent of environment lighting.
Reflection
- $envmap
- Specular reflections.
- $phong (in all games since  ) )
- Diffuse reflections.
- $rimlight (in all games since  ) )
- Constant rimlight based on phong and the ambient lighting.
Effect
- $flesh (in all games since  ) )
- The flesh effect used for Alyx in Half-Life 2: Episode Two.
- $treeSway (in all games since  ) )
- Vertex manipulation to give the effect of trees swaying in the wind.
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.

























