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 the shader most commonly used to render [[brush]]es and other [[lightmap]]ped surfaces.


== Supported effects ==
== Supported Parameters ==


*<code>[[$bumpmap]]</code> and <code>[[$ssbump]]</code>
;<code>[[$bumpmap]]</code>
*<code>[[$decal]]</code>
: Bumpmapping.
*<code>[[$detail]]</code>
;<code>[[$ssbump]]</code>
*<code>[[$distancealpha]]</code>
: Self-shadowing bumpmapping.
*<code>[[$envmap]]</code>
;<code>[[$color]]</code>
*<code>[[$seamless_scale]]</code>
: Color tinting.
*<code>[[$translucent]]</code> and <code>[[$alpha]]</code>
;<code>[[$decal]]</code>
*<code>[[$phong]]</code> (Only in Counter-Strike: Global Offensive)
: 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. Counter-Strike: Global Offensive only.

See also