LightmappedGeneric: Difference between revisions
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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
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.