$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.
SirYodaJedi (talk | contribs) m (page is full of links) |
MyGamepedia (talk | contribs) (Fixed with Necro Patch.) |
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{{note|This parameter is disabled since {{csgo}} due to conflicts with cascade shadow mapping.}} | {{note|This parameter is disabled since {{csgo}} due to conflicts with cascade shadow mapping.}} | ||
{{important|Does not work on [[static prop]]s which have lighting baked [[VHV|per-vertex]] or [[PPL|into lightmaps]] in stock [[VRAD]]; this could be achieved with a custom VRAD. }} | {{important|Does not work on [[static prop]]s which have lighting baked [[VHV|per-vertex]] or [[PPL|into lightmaps]] in stock [[VRAD]]; this could be achieved with a custom VRAD. }} | ||
==Syntax== | ==Syntax== | ||
$halflambert 1 | $halflambert 1 |
Revision as of 22:16, 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 

Syntax
$halflambert 1