LightmappedGeneric: Difference between revisions
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=== Basics === | === Basics === | ||
{{MatParam|$basetexture|texture|Defines an | {{MatParam|$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
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.