Template:KV Shadow: Difference between revisions
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m (Indented Expand and removed its margin_left.) |
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{{KV|{{KV Shadow/strings|DisableFlashlight}}|intn=disableflashlight|boolean|{{KV Shadow/strings|DisableFlashlightDesc}}|since=P2}} | {{KV|{{KV Shadow/strings|DisableFlashlight}}|intn=disableflashlight|boolean|{{KV Shadow/strings|DisableFlashlightDesc}}|since=P2}} | ||
{{KV|{{KV Shadow/strings|ProjTexCache}}|intn=shadowdepthnocache|integer choices|{{KV Shadow/strings|ProjTexCacheDesc}}|since=P2}} | {{KV|{{KV Shadow/strings|ProjTexCache}}|intn=shadowdepthnocache|integer choices|{{KV Shadow/strings|ProjTexCacheDesc}}|since=P2}} | ||
{{Expand|title={{KV Shadow/strings|Choices}} | :{{Expand|title={{KV Shadow/strings|Choices}}| | ||
* 0 : {{KV Shadow/strings|Default}} | |||
* 1 : {{KV Shadow/strings|NoCache}} | |||
* 2 : {{KV Shadow/strings|CacheOnce}} | |||
}} | }} | ||
}}</onlyinclude> | }}</onlyinclude> | ||
[[Category:Keyvalue Templates|Shadow]] | [[Category:Keyvalue Templates|Shadow]] | ||
</noinclude> | </noinclude> |
Revision as of 23:43, 17 January 2025

This template uses a strings subpage
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|prep2=1
to hide the KVs added in Portal 2.Shadow:
- Disable Shadows (disableshadows) <boolean>
- Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
- Disable Receiving Shadows (disablereceiveshadows) <boolean>
- Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance (shadowcastdist) <integer> !FGD
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Disable Shadow Depth (disableshadowdepth) <boolean> (in all games since
)
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight (disableflashlight) <boolean> (in all games since
)
- Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since
)
- Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices - 0 : Default
- 1 : No cache - render every frame
- 2 : Cache it - render only once