$halflambert: Difference between revisions
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Note:Since
Source 2007, half-lambertian lighting is forcibly enabled on
) is enabled.
Important:Does not work on static props which have lighting baked per-vertex or into lightmaps in stock VRAD; this could be achieved with a custom VRAD.
Important:In
Black Mesa half-lambertian for new light is broken. The result is that meshes with $phong or $halflambert get lit from ALL sides perpendicular to newlights, including ones with opposing normals. If you want to use $phong or $halflambert - you are able to fix this with adding in your VMT material parameter
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[[File:Alyx_lambert_half_lambert.jpg|right|200px|thumb|Lambertian (left) and Half Lambertian (right)]] | [[File:Alyx_lambert_half_lambert.jpg|right|200px|thumb|Lambertian (left) and Half Lambertian (right)]] | ||
{{Shaderparam|$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 13:03, 29 April 2024


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.


VertexLitGeneric
regardless of $halflambert
setting when $phong is enabled, unless $phongdisablehalflambert
(in all games since 



"$halflambert_gbuffer_off" "1"
.Syntax
$halflambert 1