LightmappedGeneric: Difference between revisions
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{{Shader|LightmappedGeneric}} It is the shader most commonly used to render brushes, displacements and [[lightmap]]ped surfaces. | {{Shader|LightmappedGeneric}} It is the shader most commonly used to render brushes, displacements and [[lightmap]]ped surfaces. | ||
Only some games like {{csgo}} support this shader to be used on models. {{todo|Which other games support it?}} | |||
== Supported Parameters == | == Supported Parameters == |
Revision as of 19:55, 19 July 2020
LightmappedGeneric
It is the shader most commonly used to render brushes, displacements and lightmapped surfaces.
Only some games like support this shader to be used on models.
Todo: Which other games support it?
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.