VertexLitGeneric: Difference between revisions
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NvC DmN CH (talk | contribs) (described $flashlightnolambert) |
Deprecated (talk | contribs) (Rewrote $flashlightnolambert's description, added that $flashlightnolambert and $seperatedetailuvs were introduced in EP2, reorganized misc parameters) |
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: Specular reflections. | : Specular reflections. | ||
;{{ent|$emissiveblend}} {{EP2 add}} | ;{{ent|$emissiveblend}} {{EP2 add}} | ||
: Advanced flowing self-illumination, used on the Vortigaunts in {{Game link|Half-Life 2: Episode Two}} | : Advanced flowing self-illumination, used on the Vortigaunts in {{Game link|Half-Life 2: Episode Two}}. | ||
;{{ent|$flesh}} {{EP2 add}} | ;{{ent|$flesh}} {{EP2 add}} | ||
: The flesh effect used for Alyx in Half-Life 2: Episode Two. | : The flesh effect used for Alyx in Half-Life 2: Episode Two. | ||
Line 36: | Line 36: | ||
===Misc Parameters=== | ===Misc Parameters=== | ||
{{MatParam|$flashlightnolambert|bool|Tell [[env_projectedtexture|projected textures]] such as the flashlight to ignore the surface normal of the model. Useful for models with {{ent|$nocull}} such as foilage. Otherwise, lighting the face with a flashlight from behind will not affect it. Default 0.|since=EP2}} | |||
{{MatParam|$seperatedetailuvs|bool|{{todo|''Use texcoord1 for detail texture''}}|since=EP2}} | |||
{{MatParam|$desaturatewithbasealpha|float|Use the base alpha to desaturate the base texture. Set to non-zero to enable, value gets multiplied into the alpha channel before desaturating.|since=AS}} | {{MatParam|$desaturatewithbasealpha|float|Use the base alpha to desaturate the base texture. Set to non-zero to enable, value gets multiplied into the alpha channel before desaturating.|since=AS}} | ||
{{MatParam|$allowfencerenderstatehack|bool|Fence render hack for cascade shadow maps, allows shadow maps to work properly with fences.|since=CSGO}} | {{MatParam|$allowfencerenderstatehack|bool|Fence render hack for cascade shadow maps, allows shadow maps to work properly with fences.|since=CSGO}} | ||
{{MatParam|$disablecsmlookup|bool|Disable cascade shadow map lookup/filtering, useful on dense foilage.|since=CSGO}} | {{MatParam|$disablecsmlookup|bool|Disable cascade shadow map lookup/filtering, useful on dense foilage.|since=CSGO}} |
Revision as of 15:27, 30 November 2019
VertexLitGeneric
It is the shader most commonly used to render models, and supports a variety of effects.
Supported Parameters
- $bumpmap
- Bumpmapping.
$color2
- Color tinting.
- $detail
- Detail texturing.
- $envmap
- Specular reflections.
- $emissiveblend Template:EP2 add
- Advanced flowing self-illumination, used on the Vortigaunts in
Half-Life 2: Episode Two .
- $flesh Template:EP2 add
- The flesh effect used for Alyx in Half-Life 2: Episode Two.
- $halflambert
- Half-lambertian shading.
- $lightwarptexture (in all games since
)
- Per-texel color modification via a warp texture.
- $phong (in all games since
)
- Diffuse reflections.
- $rimlight Template:EP2 add
- Constant rimlight based on phong and the ambient lighting.
- $selfillum
- Self-illumination.
- $translucent
- $alpha
- Expensive and cheap transparency.
$compress
Template:EP2 add$stretch
Template:EP2 add- Wrinklemaps for character faces.
- $treeSway Template:L4D add
- Vertex manipulation to give the effect of trees swaying in the wind.
Misc Parameters
$flashlightnolambert
$seperatedetailuvs
$desaturatewithbasealpha
$allowfencerenderstatehack
$disablecsmlookup
Cloak
VertexLitGeneric
natively supports the Spy cloak effect from Team Fortress 2 . You will want to combine it with a sine wave proxy for the full effect.
$cloakpassenabled
$cloakfactor
$cloakcolortint
$refractamount
See also
- Materials for models
- EyeRefract, the shader for modeled eyes.
- Teeth, the shader for modeled teeth.