VertexLitGeneric: Difference between revisions
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Deprecated (talk | contribs) m (Revamped with MatParam changes) |
Deprecated (talk | contribs) (Added $lowqualityflashlightshadows from Portal 2) |
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{{MatParam|$seperatedetailuvs|bool|{{todo|''Use texcoord1 for detail texture''}}|since={{src07}}}} | {{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={{as}}}} | {{MatParam|$desaturatewithbasealpha|float|Use the base alpha to desaturate the base texture. Set to non-zero to enable, value gets multiplied into the alpha channel before desaturating.|since={{as}}}} | ||
{{MatParam|$lowqualityflashlightshadows|bool|Force low quality flashlight/projected texture shadows for faster performance.|since={{portal2}}}} | |||
{{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 14:18, 25 August 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
$lowqualityflashlightshadows
$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.