LightmappedGeneric: Difference between revisions
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(Garry's Mod added support for $phong on LightmappedGeneric in the recent June 2023 update.) |
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{{ | {{Format|LightmappedGeneric|type=s0}} It is the shader most commonly used to render brushes, displacements and [[lightmap]]ped surfaces. | ||
Only some games like {{tf2}} support using this shader on models. {{todo|Which other games support it?}} | Only some games like {{tf2}} support using this shader on models. {{todo|Which other games support it?}} |
Revision as of 13:04, 17 August 2023
Template:Format It is the shader most commonly used to render brushes, displacements and lightmapped surfaces.
Only some games like support using this shader on models.
Todo: Which other games support it?
Supported Parameters
Basics
$basetexture
$decal
$detail
$surfaceprop
Adjustment
$basetexturetransform
$color
$decalscale
$detailscale
$detailblendfactor
$detailblendmode
$modelmaterial
$pointsamplemagfilter
$seamless_scale
Transparency
$alpha
$alphatest
$distancealpha
$nocull
$translucent
Lighting
$bumpmap
$lightwarptexture
$selfillum
$ssbump
Reflection
Texture Organization
%keywords
%notooltexture
%tooltexture
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.