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
LightmappedGeneric
is a Pixel shader available in all 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
Paint
$paintsplatnormalmap
$paintsplatbubblelayout
$paintsplatbubble
$paintenvmap
Texture Organization
%keywords
%notooltexture
%tooltexture
Effect
Caveats
Mapbase
LightmappedGeneric materials in Mapbase should have the shader SDK_LightmappedGeneric.
See also
- WorldVertexTransition, a shader used on displacements to blend two materials together.
- LightmappedTwoTexture, a brush shader that multiplies a texture on top of another one.
- Lightmapped_4WayBlend, a shader used on displacements to blend up to four materials together.