$halflambert: Difference between revisions

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{{Underlinked|date=January 2024}}
{{Underlinked|date=January 2024}}
{{lang|$halflambert}}
{{lang|$halflambert}}
[[Image:Alyx_lambert_half_lambert.jpg|right|200px|thumb|Lambertian (left) and Half Lambertian (right)]]
[[File:Alyx_lambert_half_lambert.jpg|right|200px|thumb|Lambertian (left) and Half Lambertian (right)]]
{{Shaderparam|$halflambert|shader1=VertexLitGeneric|shader2=Teeth|shader3=EyeRefract|shader4=VortWarp|shader5=Infected (shader)}} It is a boolean parameter that enables [[Half Lambert|half-lambertian]] lighting, which wraps lighting further around a model to prevent it from losing definition. It only works on models.
{{Shaderparam|$halflambert|shader1=VertexLitGeneric|shader2=Teeth|shader3=EyeRefract|shader4=VortWarp|shader5=Infected (shader)}} It is a boolean parameter that enables [[Half Lambert|half-lambertian]] lighting, which wraps lighting further around a model to prevent it from losing definition. It only works on models.



Revision as of 18:27, 7 January 2024

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Lambertian (left) and Half Lambertian (right)

Template:Shaderparam It is a boolean parameter that enables half-lambertian lighting, which wraps lighting further around a model to prevent it from losing definition. It only works on models.

Note.pngNote:Since Source 2007 Source 2007, half-lambertian lighting is forcibly enabled on VertexLitGeneric regardless of $halflambert setting when $phong is enabled, unless $phongdisablehalflambert(in all games since Alien Swarm) is enabled.
Note.pngNote:This parameter is disabled since Counter-Strike: Global Offensive due to conflicts with cascade shadow mapping.

Syntax

$halflambert 1