LightmappedGeneric: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
Line 6: Line 6:
== Supported Parameters ==
== Supported Parameters ==


;{{ent|$bumpmap}}
=== Basics ===
: Bumpmapping.
;{{ent|$basetexture}}
;{{ent|$ssbump}} {{since|{{src07}}}}
: Defines an albedo texture.
: Self-shadowing bumpmapping.
;{{ent|$color}}
: Color tinting.
;{{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|$envmap}}
;{{ent|$nocull}}
: Specular reflections.
: 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|$lightwarptexture}} {{since|{{src06}}}}
: Per-texel color modification via a warp texture.
: Per-texel color modification via a warp texture.
;{{ent|$seamless_scale}} {{since|{{src07}}}}
: Mitigation for displacement texture stretching.
;{{ent|$selfillum}}
;{{ent|$selfillum}}
: Self-illumination.
: Determines whether the surface is self-illuminated independent of environment lighting.
;{{ent|$translucent}}
;{{ent|$ssbump}} {{since|{{src07}}}}
: Specifies that the material should be partially see-through.
: Flags a $bumpmap texture as being a self-shadowing bump map.
;{{ent|$alpha}}
 
: Expensive and cheap transparency.
=== Reflection ===
;{{ent|$envmap}}
: Specular reflections.
;{{ent|$phong}} {{only|{{csgo}}}}
;{{ent|$phong}} {{only|{{csgo}}}}
: Diffuse reflections.
: Diffuse reflections.
;{{ent|$PointSampleMagFilter}} {{only|{{csgo}}}}
 
: Disables texture filtering.
=== Effect ===
;{{ent|$nofog}}
: Prevents fog from overdrawing a material.
 


== See also ==
== See also ==

Revision as of 07:31, 16 October 2021

English (en)Français (fr)Русский (ru)Translate (Translate)

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

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 Counter-Strike: Global Offensive)
Disables texture filtering.
$seamless_scale (in all games since Source 2007)
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 Source 2007)
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 Source 2006)
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 Source 2007)
Flags a $bumpmap texture as being a self-shadowing bump map.

Reflection

$envmap
Specular reflections.
$phong (only in Counter-Strike: Global Offensive)
Diffuse reflections.

Effect

$nofog
Prevents fog from overdrawing a material.


See also