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LightmappedGeneric: Difference between revisions

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(Uses MatParam template for material parameters)
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=== Adjustment ===
=== Adjustment ===
{{MatParam|[[$color]]|RGB matrix|Independently scales the red, green and blue channels of an albedo.}}
{{MatParam|[[$color]]|RGB matrix|Independently scales the red, green and blue channels of an albedo.}}
{{MatParam|[[$decalscale]]|float|Same as a brush face's texture scale value: the number of [[unit|units]] that each [[texel]] covers. Normally 0.25 or lower. }}
{{MatParam|[[$modelmaterial]]|material|A separate [[VertexLitGeneric]] material to that will replace this one if the decal hits a [[Model|model]]. }}
{{MatParam|[[$pointsamplemagfilter]] {{only|{{csgo}}}}|bool|Disables texture filtering.}}
{{MatParam|[[$pointsamplemagfilter]] {{only|{{csgo}}}}|bool|Disables texture filtering.}}
{{MatParam|[[$seamless_scale]] {{since|{{src07}}}}]]|float|Mitigation for displacement texture stretching.}}
{{MatParam|[[$seamless_scale]] {{since|{{src07}}}}]]|float|Mitigation for displacement texture stretching.}}

Revision as of 12:21, 3 June 2023

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Shader-ball.png LightmappedGeneric It is the shader most commonly used to render brushes, displacements and lightmapped surfaces.

Only some games like Team Fortress 2 support this shader to be used on models.

Todo: Which other games support it?

Supported Parameters

Basics

[[$basetexture|$basetexture]] [[$decal|$decal]] [[$detail|$detail]] [[$surfaceprop|$surfaceprop]] [[%tooltexture|%tooltexture]]

Adjustment

[[$color|$color]] [[$decalscale|$decalscale]] [[$modelmaterial|$modelmaterial]] [[$pointsamplemagfilter (only in counter-strike: global offensive)|$pointsamplemagfilter (only in Counter-Strike: Global Offensive)]] [[$seamless_scale (in all games since source 2007)]]|$seamless_scale (in all games since Source 2007)]]]]

Transparency

[[$alpha|$alpha]] [[$alphatest|$alphatest]] [[$distancealpha (in all games since source 2007)|$distancealpha (in all games since Source 2007)]] [[$nocull|$nocull]] [[$translucent|$translucent]]

Lighting

[[$bumpmap|$bumpmap]] [[$lightwarptexture (in all games since source 2006)|$lightwarptexture (in all games since Source 2006)]] [[$selfillum|$selfillum]] [[$ssbump (in all games since source 2007)|$ssbump (in all games since Source 2007)]]

Reflection

[[$envmap|$envmap]] [[$phong (only in counter-strike: global offensive)|$phong (only in Counter-Strike: Global Offensive)]]

Effect

[[$nofog|$nofog]]

Caveats

Mapbase

LightmappedGeneric materials in Mapbase should have the shader SDK_LightmappedGeneric.


See also