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LightmappedGeneric: Difference between revisions

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=== Basics ===
=== Basics ===
{{MatParam|$basetexture|texture|Defines an albedo texture.}}
{{MatParam|$basetexture|texture|Defines an [[diffuse]] texture.}}
{{MatParam|$decal|bool|Use this material as a decal.}}
{{MatParam|$decal|bool|Use this material as a decal.}}
{{MatParam|$detail|texture|Detail texturing.}}
{{MatParam|$detail|texture|Detail texturing.}}

Revision as of 14:54, 23 November 2023

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Template:Format It is the shader most commonly used to render brushes, displacements and lightmapped surfaces.

Only some games like Team Fortress 2 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

$envmap $phong

Texture Organization

%keywords %notooltexture %tooltexture

Effect

$nofog

Caveats

Mapbase

LightmappedGeneric materials in Mapbase should have the shader SDK_LightmappedGeneric.


See also