VertexLitGeneric: Difference between revisions
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{{MatParam|$color2|RGB matrix|[[$color#Models|Color tinting]].}} | {{MatParam|$color2|RGB matrix|[[$color#Models|Color tinting]].}} | ||
{{MatParam|$basetexturetransform|matrix|[[$basetexture#.24basetexturetransform|Transform]] [[$basetexture]]'s alignment, scale, rotation and position.}} | {{MatParam|$basetexturetransform|matrix|[[$basetexture#.24basetexturetransform|Transform]] [[$basetexture]]'s alignment, scale, rotation and position.}} | ||
{{MatParam| | {{MatParam|$allowdiffusemodulation|bool|Prevents the model's material from being tinted by [[$color2]] or <code>rendercolor.</code>|since={{l4d}}}} | ||
{{MatParam|$seperatedetailuvs|bool|{{todo|''Confirm use of texcoord1 for [[$detail|detail]] texture''}}|since={{src07}}}} | {{MatParam|$seperatedetailuvs|bool|{{todo|''Confirm use of texcoord1 for [[$detail|detail]] texture''}}|since={{src07}}}} | ||
{{MatParam|$desaturatewithbasealpha|float|Use the base alpha to desaturate the base texture. Set to non-zero to enable, value gets multiplied into the alpha channel before desaturating.|since={{as}}}} | {{MatParam|$desaturatewithbasealpha|float|Use the base alpha to desaturate the base texture. Set to non-zero to enable, value gets multiplied into the alpha channel before desaturating.|since={{as}}}} |
Revision as of 19:39, 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
$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.