LightmappedGeneric: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Changed to use Shader and ent templates, added game add information)
(added the new csgo vmt param page to here, since it's compatible with this shader)
Line 26: Line 26:
;{{ent|$alpha}}
;{{ent|$alpha}}
: Expensive and cheap transparency.
: Expensive and cheap transparency.
;{{ent|$phong}} {{CSGO add}}
;{{ent|$phong}} {{CSGO only}}
: Diffuse reflections. {{csgo}} only.
: Diffuse reflections.
;{{ent|$PointSampleMagFilter}} {{CSGO only}}
: Disables texture filtering.


== See also ==
== See also ==

Revision as of 08:24, 9 August 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 only
Diffuse reflections.
$PointSampleMagFilter Template:CSGO only
Disables texture filtering.

See also