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LightmappedGeneric: Difference between revisions

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(→‎Transparency: add warning about alpha sorting when translucent brushes don't cut BSP leaves)
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=== Transparency ===
=== Transparency ===
{{MatParam|$alpha|float|Scales the opacity of an entire material.}}
{{MatParam|$alpha|float|Scales the opacity of an entire material.
{{modernImportant|Can result in alpha sorting issues if brush is flagged as detail or tied to an entity!}}}}
{{MatParam|$alphatest|bool|Specifies a mask to use to determine binary opacity.}}
{{MatParam|$alphatest|bool|Specifies a mask to use to determine binary opacity.}}
{{MatParam|$distancealpha|since={{src07}}|bool|Vector-like edge filtering.}}
{{MatParam|$distancealpha|since={{src07}}|bool|Vector-like edge filtering.}}
{{MatParam|$nocull|bool|Disables backface culling.}}
{{MatParam|$nocull|bool|Disables backface culling.}}
{{MatParam|$translucent|bool|Specifies that the material should be partially see-through.}}
{{MatParam|$translucent|bool|Specifies that the material should be partially see-through.
{{modernImportant|Can result in alpha sorting issues if brush is flagged as detail or tied to an entity!}}}}


=== Lighting ===
=== Lighting ===

Revision as of 00:12, 24 December 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