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LightmappedGeneric: Difference between revisions

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(As of 28/06/24, Jabroni Brawl now supports $pointsamplemagfilter on LightmappedGeneric)
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{{MatParam|$detailblendmode|int|How to combine the detail material with the albedo.}}
{{MatParam|$detailblendmode|int|How to combine the detail material with the albedo.}}
{{MatParam|$modelmaterial|material|A separate [[VertexLitGeneric]] material to that will replace this one if the decal hits a [[Model|model]]. }}
{{MatParam|$modelmaterial|material|A separate [[VertexLitGeneric]] material to that will replace this one if the decal hits a [[Model|model]]. }}
{{MatParam|$pointsamplemagfilter|bool|only={{csgo}}|Disables texture filtering.}}
{{MatParam|$pointsamplemagfilter|bool|only={{csgo}}{{jbep3}}|Disables texture filtering.}}
{{MatParam|$seamless_scale|since={{src07}}|float|Mitigation for displacement texture stretching.}}
{{MatParam|$seamless_scale|since={{src07}}|float|Mitigation for displacement texture stretching.}}



Revision as of 14:57, 28 June 2024

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LightmappedGeneric is a Pixel shader available in all Source Source games. It is the shader most commonly used to render lightmapped brushes and displacements.

Models cannot use this shader; lightmapped models use the VertexLitGeneric shader.

Supported Parameters

Basics

$basetexture $decal $detail $surfaceprop

Adjustment

$basetexturetransform $color $decalscale $detailscale $detailblendfactor $detailblendmode $modelmaterial $pointsamplemagfilter $seamless_scale

Transparency

$alpha $alphatest $distancealpha $nocull $translucent

Lighting

$bumpmap $blendmodulatetexture $lightwarptexture $selfillum $ssbump

Reflection

$envmap $phong $phong_exp $phong_exp2

Portal 2Paint

$paintsplatnormalmap $paintsplatbubblelayout $paintsplatbubble $paintenvmap


Texture Organization

%keywords %notooltexture %tooltexture

Effect

$nofog

Caveats

Mapbase

LightmappedGeneric materials in Mapbase should have the shader SDK_LightmappedGeneric.


See also