VertexLitGeneric: Difference between revisions

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{{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|$lightmap|texture|{{src13mp|only}} Pre-baked [[lightmap]]; subject to limitations.}}
{{MatParam|$lightmap|texture|{{src13mp|only}}{{gmod|also}} Pre-baked [[lightmap]]; subject to limitations.}}


=== Reflection ===
=== Reflection ===

Revision as of 19:49, 30 July 2023

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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

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

$envmap $phong $rimlight

Effect

$compress $stretch $flesh $treeSway

Technical Workarounds

$flashlightnolambert $lowqualityflashlightshadows $allowfencerenderstatehack $disablecsmlookup

Cloak

VertexLitGeneric natively supports the Spy cloak effect from Team Fortress 2 Team Fortress 2 . 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