VertexLitGeneric: Difference between revisions
		
		
		
		
		
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| Deprecated (talk | contribs)  (Added $lowqualityflashlightshadows from Portal 2) | Deprecated (talk | contribs)   (Added $decaltexture to list of supported parameters) | ||
| Line 7: | Line 7: | ||
| ;<code>[[$color#Models|$color2]]</code> | ;<code>[[$color#Models|$color2]]</code> | ||
| : Color tinting. | : Color tinting. | ||
| ; {{ent|$decaltexture}} {{only|{{csgo}}}} | |||
| : Use a 2nd UV channel for high-resolution decal support. | |||
| ;{{ent|$detail}} | ;{{ent|$detail}} | ||
| : Detail texturing. | : Detail texturing. | ||
Revision as of 20:51, 28 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.
- $decaltexture (only in  ) )
- Use a 2nd UV channel for high-resolution decal support.
- $detail
- Detail texturing.
- $envmap
- Specular reflections.
- $emissiveblend (in all games since  ) )
- Advanced flowing self-illumination, used on the Vortigaunts in Template:Game link.
- $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 Template:Game link. 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.