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
Half-Life 2: Episode Two .
- $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 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.