$halflambert: Difference between revisions

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(This parameter is disabled in CSGO)
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{{note|Since [[Source 2007]], half-lambertian lighting is forcibly enabled on <code>VertexLitGeneric</code> regardless of <code>$halflambert</code> setting when <code>[[phong|$phong]]</code> is enabled, unless <code>$phongDisableHalfLambert</code>{{AS add}} is enabled.}}
{{note|Since [[Source 2007]], half-lambertian lighting is forcibly enabled on <code>VertexLitGeneric</code> regardless of <code>$halflambert</code> setting when <code>[[phong|$phong]]</code> is enabled, unless <code>$phongDisableHalfLambert</code>{{AS add}} is enabled.}}
{{note|This parameter is disabled in {{csgo}} due to conflicts with cascade shadow mapping.}}
{{note|This parameter is disabled in {{l4d2}} due to conflicts with cascade shadow mapping.}}


==Syntax==
==Syntax==

Revision as of 20:48, 9 July 2021

Lambertian (left) and Half Lambertian (right)

Template:Shaderparam It is a boolean parameter that enables half-lambertian lighting, which wraps lighting further around a model to prevent it from losing definition. It only works on models.

Note.pngNote:Since Source 2007, half-lambertian lighting is forcibly enabled on VertexLitGeneric regardless of $halflambert setting when $phong is enabled, unless $phongDisableHalfLambertTemplate:AS add is enabled.
Note.pngNote:This parameter is disabled in Left 4 Dead 2 due to conflicts with cascade shadow mapping.

Syntax

$halflambert 1