UnlitGeneric: Difference between revisions

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'''{{code|UnlitGeneric}}''' draws an [[albedo]] without standard lighting passes. It is used for things like UI images, pure white, and pitch blackness, but also in situations when software lighting is used (like on [[detail prop]]s).
'''{{code|UnlitGeneric}}''' draws an [[albedo]] without standard lighting passes. It is used for things like UI images, pure white, and pitch blackness, but also in situations when software lighting is used (like on [[detail prop]]s).
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=== Mapbase ===
=== Mapbase ===
Unlit materials in [[Mapbase]] should have the shader '''{{code|SDK_UnlitGeneric}}'''.
Unlit materials in [[Mapbase]] should have the shader '''{{code|SDK_UnlitGeneric}}'''.
[[Category:Shaders]]
[[Category:Stubs]]

Revision as of 11:51, 12 July 2024

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UnlitGeneric draws an albedo without standard lighting passes. It is used for things like UI images, pure white, and pitch blackness, but also in situations when software lighting is used (like on detail props).

Supported Parameters

Basics

$basetexture $surfaceprop $model

Adjustment

$color

Transparency

$alpha $alphatest $nocull $translucent

Texture Organization

%keywords %notooltexture %tooltexture

Effect

$nofog

Additional Parameters

$receiveflashlight $singlepassflashlight $deferred

Caveats

Projected Texture Bugs

If a Skybox has an UnlitGeneric shader applied to it, some visual bugs can occur. Notably, if a projected texture is shone near a Skybox using an UnlitGeneric shader, the Skybox will appear to ignore surrounding geometry and phase through walls for as long as the projected texture is active.

To fix this, ensure that a sky_camera exists in the world, typically in its own box which exists outside of the rest of the map.

Preferably, use the purpose-built Sky shader instead.

Models

If this shader is being used on a model, you must specify $model 1 to prevent errors.

Mapbase

Unlit materials in Mapbase should have the shader SDK_UnlitGeneric.