UnlitGeneric: Difference between revisions

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;{{ent|$surfaceprop}}
;{{ent|$surfaceprop}}
: Links the surface to a set of physical properties.
: Links the surface to a set of physical properties.
;{{ent|%tooltexture}}
: Used to blend texture previews in Hammer.
;{{ent|$translucent}}
;{{ent|$translucent}}
: Specifies that the material should be partially see-through.
: Specifies that the material should be partially see-through.

Revision as of 06:24, 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.

Supported Parameters

$alpha
Scales the opacity of an entire material.
$alphatest
Specifies a mask to use to determine binary opacity
$basetexture
Defines an albedo texture
$color
Independently scales the red, green and blue channels of an albedo.
$nofog
Prevents fog from overdrawing a material.
$surfaceprop
Links the surface to a set of physical properties.
%tooltexture
Used to blend texture previews in Hammer.
$translucent
Specifies that the material should be partially see-through.

Additional Parameters

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

Caveats

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.

Models

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

Mapbase

Unlit materials in Mapbase should have the shader SDK_UnlitGeneric.