Texture shadows: Difference between revisions

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To enable model texture shadows, add {{code|-TextureShadows}} to the [[VRAD]] parameters.
To enable model texture shadows, add {{code|-TextureShadows}} to the [[VRAD]] parameters.


{{only|{{slammin}}}} To enable brush and displacement texture shadows, add {{code|-worldtextureshadows}} to the [[VRAD]] parameters.
{{only|{{slammin}}}} To enable brush and displacement texture shadows, add {{code|-worldtextureshadows}} (and optionally {{code|-translucentshadows}} for translucent shadows) to the [[VRAD]] parameters.
 
{{modernImportant|Only the alpha channels of the textures are used for shadow casting calculations. For example, stained glass windows using the {{ent|Refract}} shader will be treated as opaque.}}


== Models ==
== Models ==

Revision as of 14:22, 19 March 2024

Texture shadows in Portal 2

Texture shadows allow transparent model surfaces (not brushes or displacements!) to cast baked lightmap shadows.

To enable model texture shadows, add -TextureShadows to the VRAD parameters.

(only in Slammin' Source Map Tools) To enable brush and displacement texture shadows, add -worldtextureshadows (and optionally -translucentshadows for translucent shadows) to the VRAD parameters.

Icon-Important.pngImportant:Only the alpha channels of the textures are used for shadow casting calculations. For example, stained glass windows using the Refract shader will be treated as opaque.

Models

In QC

Add $casttextureshadows to the model's QC file to enable texture shadows.

Example:

$modelname "props_grate/metal_grate_64.mdl"
$model body "metal_grate_64.smd"
$staticprop

$cdmaterials "metal/"

$surfaceprop "metal"
$contents "grate"

$casttextureshadows

lights.rad

Texture shadows can be enabled on any prop without editing and recompiling the QC through the RAD file.

Example

forcetextureshadow props_underground/walkway_128a.mdl
forcetextureshadow props_underground/walkway_128b.mdl