VertexLitGeneric: Difference between revisions
		
		
		
		
		
		Jump to navigation
		Jump to search
		
				
		
		
	
| No edit summary | |||
| Line 74: | Line 74: | ||
| {{MatParam|$refractamount|float|How strong the refraction effect should be when the material is partially cloaked. Default 2.}} | {{MatParam|$refractamount|float|How strong the refraction effect should be when the material is partially cloaked. Default 2.}} | ||
| == See also == | |||
| * [[Materials_for_models#Compiling_your.VMT_:_Valve_Material_Type|Materials for models]] | * [[Materials_for_models#Compiling_your.VMT_:_Valve_Material_Type|Materials for models]] | ||
| *{{ent|EyeRefract}}, the shader for modeled eyes. | *{{ent|EyeRefract}}, the shader for modeled eyes. | ||
| *{{ent|Teeth}}, the shader for modeled teeth. | *{{ent|Teeth}}, the shader for modeled teeth. | ||
Revision as of 08:02, 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.

























