LightmappedGeneric: Difference between revisions
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Deprecated (talk | contribs) (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) |
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;{{ent|$alpha}} | ;{{ent|$alpha}} | ||
: Expensive and cheap transparency. | : Expensive and cheap transparency. | ||
;{{ent|$phong}} {{CSGO | ;{{ent|$phong}} {{CSGO only}} | ||
: Diffuse reflections. {{ | : Diffuse reflections. | ||
;{{ent|$PointSampleMagFilter}} {{CSGO only}} | |||
: Disables texture filtering. | |||
== See also == | == See also == |
Revision as of 08:24, 9 August 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 only
- Diffuse reflections.
- $PointSampleMagFilter Template:CSGO only
- Disables texture filtering.
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.