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?}}
Only some games like {{tf2}} support this shader to be used on models. {{todo|Which other games support it?}}


== Supported Parameters ==
== Supported Parameters ==

Revision as of 16:04, 21 August 2020

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Shader-ball.png LightmappedGeneric It is the shader most commonly used to render brushes, displacements and lightmapped surfaces.

Only some games like Team Fortress 2 support this shader to be used on models.

Todo: Which other games support it?

Supported Parameters

$bumpmap
Bumpmapping.
$ssbump (in all games since Source 2007)
Self-shadowing bumpmapping.
$color
Color tinting.
$decal
Use this material as a decal.
$detail
Detail texturing.
$distancealpha (in all games since Source 2007)
Vector-like edge filtering.
$envmap
Specular reflections.
$lightwarptexture (in all games since Source 2006)
Per-texel color modification via a warp texture.
$seamless_scale (in all games since Source 2007)
Mitigation for displacement texture stretching.
$selfillum
Self-illumination.
$translucent
$alpha
Expensive and cheap transparency.
$phong (only in Counter-Strike: Global Offensive)
Diffuse reflections.
$PointSampleMagFilter (only in Counter-Strike: Global Offensive)
Disables texture filtering.

See also