LightmappedGeneric: Difference between revisions
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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
LightmappedGeneric
It is the shader most commonly used to render brushes, displacements and lightmapped surfaces.
Only some games like support this shader to be used on models.
Supported Parameters
Basics
[[$basetexture|$basetexture]]
[[$decal|$decal]]
[[$detail|$detail]]
[[$surfaceprop|$surfaceprop]]
[[%tooltexture|%tooltexture]]
Adjustment
[[$color|$color]]
[[$decalscale|$decalscale]]
[[$modelmaterial|$modelmaterial]]
[[$pointsamplemagfilter (only in
)|$pointsamplemagfilter (only in
)]]
[[$seamless_scale (in all games since
)]]|$seamless_scale (in all games since
)]]]]
Transparency
[[$alpha|$alpha]]
[[$alphatest|$alphatest]]
[[$distancealpha (in all games since
)|$distancealpha (in all games since
)]]
[[$nocull|$nocull]]
[[$translucent|$translucent]]
Lighting
[[$bumpmap|$bumpmap]]
[[$lightwarptexture (in all games since
)|$lightwarptexture (in all games since
)]]
[[$selfillum|$selfillum]]
[[$ssbump (in all games since
)|$ssbump (in all games since
)]]
Reflection
[[$envmap|$envmap]]
[[$phong (only in
)|$phong (only in
)]]
Effect
Caveats
Mapbase
LightmappedGeneric materials in Mapbase should have the shader SDK_LightmappedGeneric
.
See also
WorldVertexTransition
, a shader used on displacements to blend two materials together.LightmappedTwoTexture
, a brush shader that multiplies a texture on top of another one.Lightmapped_4WayBlend
, a shader used on displacements to blend up to four materials together.