UnlitGeneric: Difference between revisions
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=== Basics === | === Basics === | ||
{{MatParam|[[$basetexture]]|texture|Defines an albedo texture}} | |||
{{MatParam|$surfaceprop|string|Links the [[$surfaceprop|surface]] to a set of physical properties.}} | |||
{{MatParam|[[%tooltexture]]|texture|Used to blend texture previews in [[Hammer]].}} | |||
{{MatParam|[[$model_(VMT)|$model]]|bool|Tells this material is used for [[$model_(QC)|models]] and not [[Brush|brushes]].}} | |||
=== Adjustment === | === Adjustment === | ||
{{MatParam|[[$color]]|RGB matrix|Independently scales the red, green and blue channels of an albedo.}} | |||
=== Transparency === | === Transparency === | ||
{{MatParam|[[$alpha]]|float|Scales the opacity of an entire material.}} | |||
{{MatParam|[[$alphatest]]|bool|Specifies a mask to use to determine binary opacity.}} | |||
{{MatParam|[[$translucent]]|bool|Specifies that the material should be partially see-through.}} | |||
=== Effect === | === Effect === | ||
{{MatParam|[[$nofog]]|bool|Prevents fog from overdrawing a material.}} | |||
== Additional Parameters == | == Additional Parameters == | ||
{{MatParam|[[$receiveflashlight]]|bool|Allow the player's flashlight to illuminate the material.}} | {{MatParam|[[$receiveflashlight]]|bool|Allow the player's flashlight to illuminate the material.}} | ||
{{MatParam|[[$singlepassflashlight]]|bool|Possibly used to allow shadows to form from this decal. For example, found in L4D2 decals/detail/ruraldetailsprites.vmt {{todo|confirm.}}}} | {{MatParam|[[$singlepassflashlight]]|bool|Possibly used to allow shadows to form from this decal.<br/>For example, found in L4D2 ''decals/detail/ruraldetailsprites.vmt''<br/>{{todo|confirm.}}}} | ||
== Caveats == | == Caveats == | ||
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=== Models === | === Models === | ||
If this shader is being used on a [[model]], you must specify <code>[[$ | If this shader is being used on a [[model]], you must specify <code>[[$model_(VMT)|$model 1]]</code> to prevent errors. | ||
=== Mapbase === | === Mapbase === |
Revision as of 00:57, 21 March 2023
UnlitGeneric
draws an albedo without standard lighting passes. It is used for things like UI images, pure white, and pitch blackness, but also in situations when software lighting is used (like on detail props).
Supported Parameters
Basics
[[$basetexture|$basetexture]]
$surfaceprop
[[%tooltexture|%tooltexture]]
[[$model|$model]]
Adjustment
Transparency
[[$alpha|$alpha]]
[[$alphatest|$alphatest]]
[[$translucent|$translucent]]
Effect
Additional Parameters
[[$receiveflashlight|$receiveflashlight]]
[[$singlepassflashlight|$singlepassflashlight]]
Caveats
Projected Texture Bugs
If a Skybox has an UnlitGeneric
shader applied to it, some visual bugs can occur. Notably, if a projected texture is shone near a Skybox using an UnlitGeneric
shader, the Skybox will appear to ignore surrounding geometry and phase through walls for as long as the projected texture is active.
To fix this, ensure that a sky_camera exists in the world, typically in its own box which exists outside of the rest of the map.
Preferably, use the purpose-built Sky
shader instead.
Models
If this shader is being used on a model, you must specify $model 1
to prevent errors.
Mapbase
Unlit materials in Mapbase should have the shader SDK_UnlitGeneric
.