VertexLitGeneric: Difference between revisions
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Deprecated (talk | contribs) (Rewrote $flashlightnolambert's description, added that $flashlightnolambert and $seperatedetailuvs were introduced in EP2, reorganized misc parameters) |
Deprecated (talk | contribs) m (Revamped with MatParam changes) |
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;{{ent|$bumpmap}} | ;{{ent|$bumpmap}} | ||
: | : Normal mapping. | ||
;<code>[[$color#Models|$color2]]</code> | ;<code>[[$color#Models|$color2]]</code> | ||
: Color tinting. | : Color tinting. | ||
Line 11: | Line 11: | ||
;{{ent|$envmap}} | ;{{ent|$envmap}} | ||
: Specular reflections. | : Specular reflections. | ||
;{{ent|$emissiveblend}} {{ | ;{{ent|$emissiveblend}} {{since|{{src07}}}} | ||
: Advanced flowing self-illumination, used on the Vortigaunts in {{Game link|Half-Life 2: Episode Two}}. | : Advanced flowing self-illumination, used on the Vortigaunts in {{Game link|Half-Life 2: Episode Two}}. | ||
;{{ent|$flesh}} {{ | ;{{ent|$flesh}} {{since|{{src07}}}} | ||
: The flesh effect used for Alyx in Half-Life 2: Episode Two. | : The flesh effect used for Alyx in Half-Life 2: Episode Two. | ||
;{{ent|$halflambert}} | ;{{ent|$halflambert}} | ||
: Half-lambertian shading. | : Half-lambertian shading. | ||
;{{ent|$lightwarptexture}} {{ | ;{{ent|$lightwarptexture}} {{since|{{src06}}}} | ||
: Per-texel color modification via a warp texture. | : Per-texel color modification via a warp texture. | ||
;{{ent|$phong}} {{ | ;{{ent|$phong}} {{since|{{src06}}}} | ||
: Diffuse reflections. | : Diffuse reflections. | ||
;{{ent|$rimlight}} {{ | ;{{ent|$rimlight}} {{since|{{src07}}}} | ||
: Constant rimlight based on phong and the ambient lighting. | : Constant rimlight based on phong and the ambient lighting. | ||
;{{ent|$selfillum}} | ;{{ent|$selfillum}} | ||
Line 28: | Line 28: | ||
;{{ent|$alpha}} | ;{{ent|$alpha}} | ||
: Expensive and cheap transparency. | : Expensive and cheap transparency. | ||
;<code>[[Wrinkle_maps#Materials_and_textures|$compress]]</code> {{ | ;<code>[[Wrinkle_maps#Materials_and_textures|$compress]]</code> {{since|{{src07}}}} | ||
;<code>[[Wrinkle_maps#Materials_and_textures|$stretch]]</code> {{ | ;<code>[[Wrinkle_maps#Materials_and_textures|$stretch]]</code> {{since|{{src07}}}} | ||
: Wrinklemaps for character faces. | : Wrinklemaps for character faces. | ||
;{{ent|$treeSway}} {{ | ;{{ent|$treeSway}} {{since|{{l4d}}}} | ||
: Vertex manipulation to give the effect of trees swaying in the wind. | : Vertex manipulation to give the effect of trees swaying in the wind. | ||
===Misc Parameters=== | ===Misc Parameters=== | ||
{{MatParam|$flashlightnolambert|bool|Tell [[env_projectedtexture|projected textures]] such as the flashlight to ignore the surface normal of the model. Useful for models with {{ent|$nocull}} such as foilage. Otherwise, lighting the face with a flashlight from behind will not affect it. Default 0.|since= | {{MatParam|$flashlightnolambert|bool|Tell [[env_projectedtexture|projected textures]] such as the flashlight to ignore the surface normal of the model. Useful for models with {{ent|$nocull}} such as foilage. Otherwise, lighting the face with a flashlight from behind will not affect it. Default 0.|since={{src07}}}} | ||
{{MatParam|$seperatedetailuvs|bool|{{todo|''Use texcoord1 for detail texture''}}|since= | {{MatParam|$seperatedetailuvs|bool|{{todo|''Use texcoord1 for detail texture''}}|since={{src07}}}} | ||
{{MatParam|$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= | {{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= | {{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= | {{MatParam|$disablecsmlookup|bool|Disable cascade shadow map lookup/filtering, useful on dense foilage.|since={{csgo}}}} | ||
=== Cloak === | === Cloak === |
Revision as of 20:14, 22 April 2020
VertexLitGeneric
It is the shader most commonly used to render models, and supports a variety of effects.
Supported Parameters
- $bumpmap
- Normal mapping.
$color2
- Color tinting.
- $detail
- Detail texturing.
- $envmap
- Specular reflections.
- $emissiveblend (in all games since
)
- Advanced flowing self-illumination, used on the Vortigaunts in
Half-Life 2: Episode Two .
- $flesh (in all games since
)
- 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 (in all games since
)
- Constant rimlight based on phong and the ambient lighting.
- $selfillum
- Self-illumination.
- $translucent
- $alpha
- Expensive and cheap transparency.
$compress
(in all games since)
$stretch
(in all games since)
- Wrinklemaps for character faces.
- $treeSway (in all games since
)
- 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.