LightmappedGeneric: Difference between revisions
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'''<code>LightmappedGeneric</code>''' is a [[material]] [[shader]] most commonly used to render [[brush]]es and other [[lightmap]]ped surfaces. | |||
'''<code>LightmappedGeneric</code>''' is | |||
== Supported | == Supported Parameters == | ||
;<code>[[$bumpmap]]</code> | |||
: Bumpmapping. | |||
;<code>[[$ssbump]]</code> | |||
: Self-shadowing bumpmapping. | |||
;<code>[[$color]]</code> | |||
: Color tinting. | |||
;<code>[[$decal]]</code> | |||
: Use this material as a decal. | |||
;<code>[[$detail]]</code> | |||
: Detail texturing. | |||
;<code>[[$distancealpha]]</code> | |||
: Edge filtering. | |||
;<code>[[$envmap]]</code> | |||
: Specular reflections. | |||
;<code>[[$lightwarptexture]]</code> | |||
: Per-texel color modification via a warp texture. | |||
;<code>[[$seamless_scale]]</code> | |||
: Mitigate displacement texture stretching. | |||
;<code>[[$selfillum]]</code> | |||
: Self-illumination. | |||
;<code>[[$translucent]]</code> | |||
;<code>[[$alpha]]</code> | |||
: Expensive and cheap transparency. | |||
;<code>[[$phong]]</code> | |||
: Diffuse reflections. {{csgo}} only. | |||
== See also == | == See also == | ||
*<code>[[WorldVertexTransition]]</code> | *<code>[[WorldVertexTransition]]</code>, a shader used on displacements to blend two materials together. | ||
*<code>[[LightmappedTwoTexture]]</code> | *<code>[[LightmappedTwoTexture]]</code>, a brush shader that multiplies a texture on top of another one. | ||
*<code>[[Lightmapped_4WayBlend]]</code> | *<code>[[Lightmapped_4WayBlend]]</code>, a shader used on displacements to blend up to four materials together. | ||
[[Category:Shaders]] | [[Category:Shaders]] | ||
Revision as of 18:21, 12 May 2019
LightmappedGeneric is a material shader most commonly used to render brushes and other lightmapped surfaces.
Supported Parameters
$bumpmap- Bumpmapping.
$ssbump- Self-shadowing bumpmapping.
$color- Color tinting.
$decal- Use this material as a decal.
$detail- Detail texturing.
$distancealpha- Edge filtering.
$envmap- Specular reflections.
$lightwarptexture- Per-texel color modification via a warp texture.
$seamless_scale- Mitigate displacement texture stretching.
$selfillum- Self-illumination.
$translucent$alpha- Expensive and cheap transparency.
$phong- Diffuse reflections.
only.
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.