LightmappedGeneric: Difference between revisions

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(Rewrite to provide details for parameters, added $lightwarptexture and $color information, removed stub template)
(Changed to use Shader and ent templates, added game add information)
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'''<code>LightmappedGeneric</code>''' is a [[material]] [[shader]] most commonly used to render [[brush]]es and other [[lightmap]]ped surfaces.  
{{Shader|LightmappedGeneric}} It is the shader most commonly used to render brushes, displacements and [[lightmap]]ped surfaces.


== Supported Parameters ==
== Supported Parameters ==


;<code>[[$bumpmap]]</code>
;{{ent|$bumpmap}}
: Bumpmapping.
: Bumpmapping.
;<code>[[$ssbump]]</code>
;{{ent|$ssbump}} {{EP2 add}}
: Self-shadowing bumpmapping.
: Self-shadowing bumpmapping.
;<code>[[$color]]</code>
;{{ent|$color}}
: Color tinting.
: Color tinting.
;<code>[[$decal]]</code>
;{{ent|$decal}}
: Use this material as a decal.
: Use this material as a decal.
;<code>[[$detail]]</code>
;{{ent|$detail}}
: Detail texturing.
: Detail texturing.
;<code>[[$distancealpha]]</code>
;{{ent|$distancealpha}} {{EP2 add}}
: Edge filtering.
: Vector-like edge filtering.
;<code>[[$envmap]]</code>
;{{ent|$envmap}}
: Specular reflections.
: Specular reflections.
;<code>[[$lightwarptexture]]</code>
;{{ent|$lightwarptexture}} {{EP1 add}}
: Per-texel color modification via a warp texture.
: Per-texel color modification via a warp texture.
;<code>[[$seamless_scale]]</code>
;{{ent|$seamless_scale}} {{EP2 add}}
: Mitigate displacement texture stretching.
: Mitigation for displacement texture stretching.
;<code>[[$selfillum]]</code>
;{{ent|$selfillum}}
: Self-illumination.
: Self-illumination.
;<code>[[$translucent]]</code>
;{{ent|$translucent}}
;<code>[[$alpha]]</code>
;{{ent|$alpha}}
: Expensive and cheap transparency.
: Expensive and cheap transparency.
;<code>[[$phong]]</code>
;{{ent|$phong}} {{CSGO add}}
: Diffuse reflections. {{csgo}} only.
: Diffuse reflections. {{csgo}} only.


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*<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.
[[Category:Shaders]]

Revision as of 12:09, 27 June 2019

Shader-ball.png 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 Half-Life 2: Episode One)
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. Counter-Strike: Global Offensive only.

See also