Shaders in Lights\: Difference between revisions
Jump to navigation
Jump to search
Note:The
No edit summary |
m (Oops. Forgot to count them.) |
||
Line 1: | Line 1: | ||
The <code>Lights\</code> folder of <code>Source Materials.gcf</code> contain shaders handling materials depicting lights and light fixtures: | The <code>Lights\</code> folder of <code>Source Materials.gcf</code> contain shaders handling materials depicting lights and light fixtures: | ||
*[[UnlitGeneric]] is used for | *[[UnlitGeneric]] is used for 10 materials. | ||
*[[LightmappedGeneric]] is used for | *[[LightmappedGeneric]] is used for 7 materials. | ||
{{note|The <code>$selfillum 1</code> line plays an important role here, making every light material light up. The only exception is <code>flourescent001a.vmt</code>, which is an unlit light fixture.}} | {{note|The <code>$selfillum 1</code> line plays an important role here, making every light material light up. The only exception is <code>flourescent001a.vmt</code>, which is an unlit light fixture.}} | ||
[[Category: Shaders]] | [[Category: Shaders]] |
Revision as of 08:59, 13 February 2008
The Lights\
folder of Source Materials.gcf
contain shaders handling materials depicting lights and light fixtures:
- UnlitGeneric is used for 10 materials.
- LightmappedGeneric is used for 7 materials.

$selfillum 1
line plays an important role here, making every light material light up. The only exception is flourescent001a.vmt
, which is an unlit light fixture.