LightmappedGeneric: Difference between revisions
Jump to navigation
Jump to search
(added the new csgo vmt param page to here, since it's compatible with this shader) |
(Started using new Since, etc. templates) |
||
Line 5: | Line 5: | ||
;{{ent|$bumpmap}} | ;{{ent|$bumpmap}} | ||
: Bumpmapping. | : Bumpmapping. | ||
;{{ent|$ssbump}} {{ | ;{{ent|$ssbump}} {{since|{{src07}}}} | ||
: Self-shadowing bumpmapping. | : Self-shadowing bumpmapping. | ||
;{{ent|$color}} | ;{{ent|$color}} | ||
Line 13: | Line 13: | ||
;{{ent|$detail}} | ;{{ent|$detail}} | ||
: Detail texturing. | : Detail texturing. | ||
;{{ent|$distancealpha}} {{ | ;{{ent|$distancealpha}} {{since|{{src07}}}} | ||
: Vector-like edge filtering. | : Vector-like edge filtering. | ||
;{{ent|$envmap}} | ;{{ent|$envmap}} | ||
: Specular reflections. | : Specular reflections. | ||
;{{ent|$lightwarptexture}} {{ | ;{{ent|$lightwarptexture}} {{since|{{src06}}}} | ||
: Per-texel color modification via a warp texture. | : Per-texel color modification via a warp texture. | ||
;{{ent|$seamless_scale}} {{ | ;{{ent|$seamless_scale}} {{since|{{src07}}}} | ||
: Mitigation for displacement texture stretching. | : Mitigation for displacement texture stretching. | ||
;{{ent|$selfillum}} | ;{{ent|$selfillum}} | ||
Line 26: | Line 26: | ||
;{{ent|$alpha}} | ;{{ent|$alpha}} | ||
: Expensive and cheap transparency. | : Expensive and cheap transparency. | ||
;{{ent|$phong}} {{ | ;{{ent|$phong}} {{only|{{csgo}}}} | ||
: Diffuse reflections. | : Diffuse reflections. | ||
;{{ent|$PointSampleMagFilter}} {{ | ;{{ent|$PointSampleMagFilter}} {{only|{{csgo}}}} | ||
: Disables texture filtering. | : Disables texture filtering. | ||
Revision as of 06:47, 14 May 2020
LightmappedGeneric
It is the shader most commonly used to render brushes, displacements and lightmapped surfaces.
Supported Parameters
- $bumpmap
- Bumpmapping.
- $ssbump (in all games since
)
- Self-shadowing bumpmapping.
- $color
- Color tinting.
- $decal
- Use this material as a decal.
- $detail
- Detail texturing.
- $distancealpha (in all games since
)
- Vector-like edge filtering.
- $envmap
- Specular reflections.
- $lightwarptexture (in all games since
)
- Per-texel color modification via a warp texture.
- $seamless_scale (in all games since
)
- Mitigation for displacement texture stretching.
- $selfillum
- Self-illumination.
- $translucent
- $alpha
- Expensive and cheap transparency.
- $phong (only in
)
- Diffuse reflections.
- $PointSampleMagFilter (only in
)
- 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.