VertexLitGeneric: Difference between revisions
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=== Lighting === | === Lighting === | ||
{{MatParam|$bumpmap|texture| [[Bump_map| | {{MatParam|$bumpmap|texture| [[Bump_map|Normal map]].}} | ||
{{MatParam|$lightwarptexture|texture|1 dimension Per-texel color modification via a [[$lightwarptexture|warp texture]].|since={{src06}}}} | {{MatParam|$lightwarptexture|texture|1 dimension Per-texel color modification via a [[$lightwarptexture|warp texture]].|since={{src06}}}} | ||
{{MatParam|$halflambert|bool|[[$halflambert|Half-lambertian]] shading.}} | {{MatParam|$halflambert|bool|Use [[$halflambert|Half-lambertian]] shading.}} | ||
{{MatParam|$selfillum|bool|Determines whether the surface is [[Glowing_Textures#.24selfillum|self-illuminated]] independent of environment lighting.}} | {{MatParam|$selfillum|bool|Determines whether the surface is [[Glowing_Textures#.24selfillum|self-illuminated]] independent of environment lighting.}} | ||
{{MatParam|$emissiveblendenabled|bool|[[Glowing_Textures#.24emissiveblend|Advanced flowing self-illumination]], used on the [[Vortigaunt|Vortigaunts]] in {{Game link|Half-Life 2: Episode Two}}.|since={{src07}}}} | {{MatParam|$emissiveblendenabled|bool|[[Glowing_Textures#.24emissiveblend|Advanced flowing self-illumination]], used on the [[Vortigaunt|Vortigaunts]] in {{Game link|Half-Life 2: Episode Two}}.|since={{src07}}}} | ||
{{MatParam|$lightmap|texture|{{src13mp|only}} Pre-baked [[lightmap]]; subject to limitations.}} | |||
=== Reflection === | === Reflection === |
Revision as of 19:26, 25 June 2023
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
$detail
$decaltexture
Adjustment
$color2
$basetexturetransform
[[$allowdiffusemodulation|$allowdiffusemodulation]]
$seperatedetailuvs
$desaturatewithbasealpha
[[$notint|$notint]]
Transparency
VertexLitGeneric support a few different methods for transparency, each for different purposes
$alpha
$alphatest
$nocull
$translucent
$additive
$distancealpha
Lighting
$bumpmap
$lightwarptexture
$halflambert
$selfillum
$emissiveblendenabled
$lightmap
Reflection
Effect
$compress
$stretch
$flesh
$treeSway
Technical Workarounds
$flashlightnolambert
$lowqualityflashlightshadows
$allowfencerenderstatehack
$disablecsmlookup
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
Caveats
Mapbase
Unlit materials in Mapbase should have the shader SDK_VertexLitGeneric
.
See also
- Materials for models
- EyeRefract, the shader for modeled eyes.
- Teeth, the shader for modeled teeth.