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LightmappedGeneric: Difference between revisions

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{{MatParam|[[$detail]]|texture|Detail texturing.}}
{{MatParam|[[$detail]]|texture|Detail texturing.}}
{{MatParam|[[$surfaceprop]]|string|Links the surface to a set of physical properties.}}
{{MatParam|[[$surfaceprop]]|string|Links the surface to a set of physical properties.}}
{{MatParam|[[%tooltexture]]|material|Used to blend texture previews in Hammer.}}


=== Adjustment ===
=== Adjustment ===
{{MatParam|[[$basetexture|$basetexturetransform]]|matrix| Transforms the texture before use in the material. This does not affect [[lightmap]]s on the surface. }}
{{MatParam|[[$color]]|RGB matrix|Independently scales the red, green and blue channels of an albedo.}}
{{MatParam|[[$color]]|RGB matrix|Independently scales the red, green and blue channels of an albedo.}}
{{MatParam|[[$decalscale]]|float|Same as a brush face's texture scale value: the number of [[unit|units]] that each [[texel]] covers. Normally 0.25 or lower. }}
{{MatParam|[[Decal|$decalscale]]|float|Same as a brush face's texture scale value: the number of [[unit|units]] that each [[texel]] covers. Normally 0.25 or lower. }}
{{MatParam|[[$modelmaterial]]|material|A separate [[VertexLitGeneric]] material to that will replace this one if the decal hits a [[Model|model]]. }}
{{MatParam|[[$detail|$detailscale]]|float|Fits the detail texture onto the material the given number of times (default {{=}} 4). Generally used instead of <code>$detailtexturetransform</code> with a value of around 7 or 8 for a 128px detail texture. To independently scale the X and Y coordinates, place your values in brackets: <code>$detailscale "[ 4 8 ]"</code>}}
{{MatParam|[[$detail|$detailblendfactor]]|normal|Controls the amount that the detail texture affects the base texture. The precise use of this depends on the blend factor; in most cases it acts similarly to [[$alpha]]. A value of 0 usually makes the detail texture have no effect, whilst a value of 1 applies the full effect.}}
{{MatParam|[[$detail|$detailblendmode]]|int|How to combine the detail material with the albedo.}}
{{MatParam|[[Decal|$modelmaterial]]|material|A separate [[VertexLitGeneric]] material to that will replace this one if the decal hits a [[Model|model]]. }}
{{MatParam|[[$pointsamplemagfilter]] {{only|{{csgo}}}}|bool|Disables texture filtering.}}
{{MatParam|[[$pointsamplemagfilter]] {{only|{{csgo}}}}|bool|Disables texture filtering.}}
{{MatParam|[[$seamless_scale]] {{since|{{src07}}}}]]|float|Mitigation for displacement texture stretching.}}
{{MatParam|[[$seamless_scale]] {{since|{{src07}}}}]]|float|Mitigation for displacement texture stretching.}}
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{{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.}}}}
=== Texture Organization ===
{{MatParam|[[%keywords]]|bool|Sets a keyword filter that can be filtered in hammer for easier texture finding.}}
{{MatParam|[[%notooltexture]]|bool|Hides the material from Hammer's texture browser.}}
{{MatParam|[[%tooltexture]]|texture|Used to blend texture previews in [[Hammer]].}}


=== Effect ===
=== Effect ===

Revision as of 12:30, 3 June 2023

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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

[[$basetexture|$basetexture]] [[$decal|$decal]] [[$detail|$detail]] [[$surfaceprop|$surfaceprop]]

Adjustment

[[$basetexturetransform|$basetexturetransform]] [[$color|$color]] [[$decalscale|$decalscale]] [[$detailscale|$detailscale]] [[$detailblendfactor|$detailblendfactor]] [[$detailblendmode|$detailblendmode]] [[$modelmaterial|$modelmaterial]] [[$pointsamplemagfilter (only in counter-strike: global offensive)|$pointsamplemagfilter (only in Counter-Strike: Global Offensive)]] [[$seamless_scale (in all games since source 2007)]]|$seamless_scale (in all games since Source 2007)]]]]

Transparency

[[$alpha|$alpha]] [[$alphatest|$alphatest]] [[$distancealpha (in all games since source 2007)|$distancealpha (in all games since Source 2007)]] [[$nocull|$nocull]] [[$translucent|$translucent]]

Lighting

[[$bumpmap|$bumpmap]] [[$lightwarptexture (in all games since source 2006)|$lightwarptexture (in all games since Source 2006)]] [[$selfillum|$selfillum]] [[$ssbump (in all games since source 2007)|$ssbump (in all games since Source 2007)]]

Reflection

[[$envmap|$envmap]] [[$phong (only in counter-strike: global offensive)|$phong (only in Counter-Strike: Global Offensive)]]

Texture Organization

[[%keywords|%keywords]] [[%notooltexture|%notooltexture]] [[%tooltexture|%tooltexture]]

Effect

[[$nofog|$nofog]]

Caveats

Mapbase

LightmappedGeneric materials in Mapbase should have the shader SDK_LightmappedGeneric.


See also