LightmappedGeneric: Difference between revisions
Jump to navigation
Jump to search
Deprecated (talk | contribs) (Rewrite to provide details for parameters, added $lightwarptexture and $color information, removed stub template) |
Deprecated (talk | contribs) (Changed to use Shader and ent templates, added game add information) |
||
Line 1: | Line 1: | ||
{{Shader|LightmappedGeneric}} It is the shader most commonly used to render brushes, displacements and [[lightmap]]ped surfaces. | |||
== Supported Parameters == | == Supported Parameters == | ||
; | ;{{ent|$bumpmap}} | ||
: Bumpmapping. | : Bumpmapping. | ||
; | ;{{ent|$ssbump}} {{EP2 add}} | ||
: Self-shadowing bumpmapping. | : Self-shadowing bumpmapping. | ||
; | ;{{ent|$color}} | ||
: Color tinting. | : Color tinting. | ||
; | ;{{ent|$decal}} | ||
: Use this material as a decal. | : Use this material as a decal. | ||
; | ;{{ent|$detail}} | ||
: Detail texturing. | : Detail texturing. | ||
; | ;{{ent|$distancealpha}} {{EP2 add}} | ||
: | : Vector-like edge filtering. | ||
; | ;{{ent|$envmap}} | ||
: Specular reflections. | : Specular reflections. | ||
; | ;{{ent|$lightwarptexture}} {{EP1 add}} | ||
: Per-texel color modification via a warp texture. | : Per-texel color modification via a warp texture. | ||
; | ;{{ent|$seamless_scale}} {{EP2 add}} | ||
: | : Mitigation for displacement texture stretching. | ||
; | ;{{ent|$selfillum}} | ||
: Self-illumination. | : Self-illumination. | ||
; | ;{{ent|$translucent}} | ||
; | ;{{ent|$alpha}} | ||
: Expensive and cheap transparency. | : Expensive and cheap transparency. | ||
; | ;{{ent|$phong}} {{CSGO add}} | ||
: Diffuse reflections. {{csgo}} only. | : Diffuse reflections. {{csgo}} only. | ||
Line 34: | Line 34: | ||
*<code>[[LightmappedTwoTexture]]</code>, a brush shader that multiplies a texture on top of another one. | *<code>[[LightmappedTwoTexture]]</code>, a brush shader that multiplies a texture on top of another one. | ||
*<code>[[Lightmapped_4WayBlend]]</code>, a shader used on displacements to blend up to four materials together. | *<code>[[Lightmapped_4WayBlend]]</code>, a shader used on displacements to blend up to four materials together. | ||
Revision as of 12:09, 27 June 2019
LightmappedGeneric
It is the shader most commonly used to render brushes, displacements and lightmapped surfaces.
Supported Parameters
- $bumpmap
- Bumpmapping.
- $ssbump Template:EP2 add
- Self-shadowing bumpmapping.
- $color
- Color tinting.
- $decal
- Use this material as a decal.
- $detail
- Detail texturing.
- $distancealpha Template:EP2 add
- Vector-like edge filtering.
- $envmap
- Specular reflections.
- $lightwarptexture (in all games since
)
- Per-texel color modification via a warp texture.
- $seamless_scale Template:EP2 add
- Mitigation for displacement texture stretching.
- $selfillum
- Self-illumination.
- $translucent
- $alpha
- Expensive and cheap transparency.
- $phong Template:CSGO add
- 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.