LightmappedGeneric: Difference between revisions
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;{{ent|$phong}} {{only|{{csgo}}}} | ;{{ent|$phong}} {{only|{{csgo}}}} | ||
: Diffuse reflections. | : Diffuse reflections. | ||
:{{note|Phong is reflected only from [[env_cascade_light]].}} {{todo|Are there reflections from any other light sources?.}} | |||
:{{warning|Standard phong color is always white and don't depend on the color of [[light_environment]] or [[env_cascade_light]].}} | :{{warning|Standard phong color is always white and don't depend on the color of [[light_environment]] or [[env_cascade_light]].}} | ||
:{{bug|Normal map does not affect phong reflections if there is empty $envmap on the material, or if you haven't assigned any brush face on [[env_cubemap]] entity.}} | :{{bug|Normal map does not affect phong reflections if there is empty $envmap on the material, or if you haven't assigned any brush face on [[env_cubemap]] entity.}} |
Revision as of 12:38, 3 August 2022
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
- $envmap
- Specular reflections.
- $phong (only in
)
- Diffuse reflections.
Note:Phong is reflected only from env_cascade_light.
Todo: Are there reflections from any other light sources?.Warning:Standard phong color is always white and don't depend on the color of light_environment or env_cascade_light.
Bug:Normal map does not affect phong reflections if there is empty $envmap on the material, or if you haven't assigned any brush face on env_cubemap entity. [todo tested in ?]
Effect
- $nofog
- Prevents fog from overdrawing a material.
Caveats
Mapbase
LightmappedGeneric materials in Mapbase should have the shader SDK_LightmappedGeneric
.
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.