UnlitGeneric: Difference between revisions
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: Expensive and cheap transparency. | : Expensive and cheap transparency. | ||
== | == Additional Parameters == | ||
{{MatParam|[[$receiveflashlight]]|bool|Allow the player's flashlight to illuminate the material.}} | |||
{{MatParam|[[$singlepassflashlight]]|bool|Possibly used to allow shadows to form from this decal. For example, found in L4D2 decals/detail/ruraldetailsprites.vmt {{todo|confirm.}}}} | |||
[[Category:Shaders]] | [[Category:Shaders]] | ||
[[Category:Stubs]] | [[Category:Stubs]] |
Revision as of 04:49, 16 October 2021
UnlitGeneric
draws an albedo without standard lighting passes. It is used for things like UI images, pure white, and pitch blackness, but also in situations when software lighting is used (like on detail props). It accepts only the most rudimentary of VMT commands.
Projected Texture Bugs
If a Skybox has an UnlitGeneric
shader applied to it, some visual bugs can occur. Notably, if a projected texture is shone near a Skybox using an UnlitGeneric
shader, the Skybox will appear to ignore surrounding geometry and phase through walls for as long as the projected texture is active.
To fix this, ensure that a Sky_camera exists in the world, typically in its own box which exists outside of the rest of the map.
Preferably, use the purpose-built sky shader instead.
Supported Parameters
- $color
- Color tinting.
- $translucent
- Specifies that the material should be partially see-through.
- $alpha
- Expensive and cheap transparency.
Additional Parameters
[[$receiveflashlight|$receiveflashlight]]
[[$singlepassflashlight|$singlepassflashlight]]