LightmappedGeneric: Difference between revisions
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==={{portal2}}Paint=== | ==={{portal2}}Paint=== | ||
These parameters can be used in any LightmappedGeneric material, and will affect the appearance of paint applied on top of that specific material. All materials that do not specify these will use the code-defined defaults. | |||
{{MatParam|$paintsplatnormalmap|texture|The paint splat normal map to use when paint is applied to the material. Defaults to <code>paint/splatnormal_default</code> if not specified.}} | {{MatParam|$paintsplatnormalmap|texture|The paint splat normal map to use when paint is applied to the material. Defaults to <code>paint/splatnormal_default</code> if not specified.}} | ||
{{MatParam|$paintsplatbubblelayout|texture|The layout texture which defines the distribution of bubbles in the paint. Defaults to <code>paint/bubblelayout</code> if not specified.}} | {{MatParam|$paintsplatbubblelayout|texture|The layout texture which defines the distribution of bubbles in the paint. Defaults to <code>paint/bubblelayout</code> if not specified.}} | ||
{{MatParam|$paintsplatbubble|texture|The normal mapped texture of a single bubble. Defaults to <code>paint/bubble</code> if not specified.}} | {{MatParam|$paintsplatbubble|texture|The normal mapped texture of a single bubble. Defaults to <code>paint/bubble</code> if not specified.}} | ||
{{MatParam|$paintenvmap|texture|The environment map reflected in the paint. Defaults to <code>paint/paint_envmap_hdr</code> if not specified.}} | {{MatParam|$paintenvmap|texture|The environment map reflected in the paint. Defaults to <code>paint/paint_envmap_hdr</code> if not specified.}} | ||
=== Texture Organization === | === Texture Organization === |
Revision as of 19:49, 13 June 2025
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
These parameters can be used in any LightmappedGeneric material, and will affect the appearance of paint applied on top of that specific material. All materials that do not specify these will use the code-defined defaults.
$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.