UnlitGeneric: Difference between revisions

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== Supported Parameters ==
== Supported Parameters ==
;{{ent|$alpha}}
: Expensive and cheap transparency.
;{{ent|$color}}
;{{ent|$color}}
: Color tinting.
: Color tinting.
;{{ent|$detail}}
: Detail texturing.
;{{ent|$translucent}}
;{{ent|$translucent}}
: Specifies that the material should be partially see-through.
: Specifies that the material should be partially see-through.
;{{ent|$alpha}}
: Expensive and cheap transparency.


== Additional Parameters ==
== Additional Parameters ==

Revision as of 04:50, 16 October 2021

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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.

Warning.pngWarning:If this shader is being used on a model, you must specify $model 1 to prevent errors.

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

$alpha
Expensive and cheap transparency.
$color
Color tinting.
$detail
Detail texturing.
$translucent
Specifies that the material should be partially see-through.

Additional Parameters

[[$receiveflashlight|$receiveflashlight]] [[$singlepassflashlight|$singlepassflashlight]]