LightmappedGeneric: Difference between revisions
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== Supported Parameters == | == Supported Parameters == | ||
=== Basics === | |||
;{{ent|$basetexture}} | |||
: Defines an albedo texture. | |||
;{{ent|$ | |||
: | |||
;{{ent|$decal}} | ;{{ent|$decal}} | ||
: Use this material as a decal. | : Use this material as a decal. | ||
;{{ent|$detail}} | ;{{ent|$detail}} | ||
: Detail texturing. | : Detail texturing. | ||
;{{ent|$surfaceprop}} | |||
: Links the surface to a set of physical properties. | |||
;{{ent|%tooltexture}} | |||
: Used to blend texture previews in Hammer. | |||
=== Adjustment === | |||
;{{ent|$color}} | |||
: Independently scales the red, green and blue channels of an albedo. | |||
;{{ent|$pointsamplemagfilter}} {{only|{{csgo}}}} | |||
: Disables texture filtering. | |||
;{{ent|$seamless_scale}} {{since|{{src07}}}} | |||
: Mitigation for displacement texture stretching. | |||
=== Transparency === | |||
;{{ent|$alpha}} | |||
: Scales the opacity of an entire material. | |||
;{{ent|$alphatest}} | |||
: Specifies a mask to use to determine binary opacity. | |||
;{{ent|$distancealpha}} {{since|{{src07}}}} | ;{{ent|$distancealpha}} {{since|{{src07}}}} | ||
: Vector-like edge filtering. | : Vector-like edge filtering. | ||
;{{ent|$ | ;{{ent|$nocull}} | ||
: | : Disables backface culling. | ||
;{{ent|$translucent}} | |||
: Specifies that the material should be partially see-through. | |||
=== Lighting === | |||
;{{ent|$bumpmap}} | |||
: Specifies a texture that will provide three-dimensional lighting information for a material. | |||
;{{ent|$lightwarptexture}} {{since|{{src06}}}} | ;{{ent|$lightwarptexture}} {{since|{{src06}}}} | ||
: Per-texel color modification via a warp texture. | : Per-texel color modification via a warp texture. | ||
;{{ent|$selfillum}} | ;{{ent|$selfillum}} | ||
: | : Determines whether the surface is self-illuminated independent of environment lighting. | ||
;{{ent|$ | ;{{ent|$ssbump}} {{since|{{src07}}}} | ||
: | : Flags a $bumpmap texture as being a self-shadowing bump map. | ||
;{{ent|$ | |||
: | === Reflection === | ||
;{{ent|$envmap}} | |||
: Specular reflections. | |||
;{{ent|$phong}} {{only|{{csgo}}}} | ;{{ent|$phong}} {{only|{{csgo}}}} | ||
: Diffuse reflections. | : Diffuse reflections. | ||
;{{ent|$ | |||
: | === Effect === | ||
;{{ent|$nofog}} | |||
: Prevents fog from overdrawing a material. | |||
== See also == | == See also == |
Revision as of 07:31, 16 October 2021
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
Basics
- $basetexture
- Defines an albedo texture.
- $decal
- Use this material as a decal.
- $detail
- Detail texturing.
- $surfaceprop
- Links the surface to a set of physical properties.
- %tooltexture
- Used to blend texture previews in Hammer.
Adjustment
- $color
- Independently scales the red, green and blue channels of an albedo.
- $pointsamplemagfilter (only in
)
- Disables texture filtering.
- $seamless_scale (in all games since
)
- Mitigation for displacement texture stretching.
Transparency
- $alpha
- Scales the opacity of an entire material.
- $alphatest
- Specifies a mask to use to determine binary opacity.
- $distancealpha (in all games since
)
- Vector-like edge filtering.
- $nocull
- Disables backface culling.
- $translucent
- Specifies that the material should be partially see-through.
Lighting
- $bumpmap
- Specifies a texture that will provide three-dimensional lighting information for a material.
- $lightwarptexture (in all games since
)
- Per-texel color modification via a warp texture.
- $selfillum
- Determines whether the surface is self-illuminated independent of environment lighting.
- $ssbump (in all games since
)
- Flags a $bumpmap texture as being a self-shadowing bump map.
Reflection
Effect
- $nofog
- Prevents fog from overdrawing a material.
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.