LightmappedGeneric: Difference between revisions
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=== Basics === | === Basics === | ||
{{MatParam| | {{MatParam|$basetexture|texture|Defines an albedo texture.}} | ||
{{MatParam| | {{MatParam|$decal|bool|Use this material as a decal.}} | ||
{{MatParam| | {{MatParam|$detail|texture|Detail texturing.}} | ||
{{MatParam| | {{MatParam|$surfaceprop|string|Links the surface to a set of physical properties.}} | ||
=== Adjustment === | === Adjustment === | ||
{{MatParam| | {{MatParam|$basetexture|$basetexturetransform|matrix| Transforms the texture before use in the material. This does not affect [[lightmap]]s on the surface. }} | ||
{{MatParam| | {{MatParam|$color|RGB matrix|Independently scales the red, green and blue channels of an albedo.}} | ||
{{MatParam| | {{MatParam|Decal|$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| | {{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| | {{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 [[$alpha]]. A value of 0 usually makes the detail texture have no effect, whilst a value of 1 applies the full effect.}} | ||
{{MatParam| | {{MatParam|$detail|$detailblendmode|int|How to combine the detail material with the albedo.}} | ||
{{MatParam| | {{MatParam|Decal|$modelmaterial|material|A separate [[VertexLitGeneric]] material to that will replace this one if the decal hits a [[Model|model]]. }} | ||
{{MatParam| | {{MatParam|$pointsamplemagfilter]] {{only|{{csgo}}}}|bool|Disables texture filtering.}} | ||
{{MatParam| | {{MatParam|$seamless_scale]] {{since|{{src07}}}}|float|Mitigation for displacement texture stretching.}} | ||
=== Transparency === | === Transparency === | ||
{{MatParam| | {{MatParam|$alpha|float|Scales the opacity of an entire material.}} | ||
{{MatParam| | {{MatParam|$alphatest|bool|Specifies a mask to use to determine binary opacity.}} | ||
{{MatParam| | {{MatParam|$distancealpha]] {{since|{{src07}}}}|bool|Vector-like edge filtering.}} | ||
{{MatParam| | {{MatParam|$nocull|bool|Disables backface culling.}} | ||
{{MatParam| | {{MatParam|$translucent|bool|Specifies that the material should be partially see-through.}} | ||
=== Lighting === | === Lighting === | ||
{{MatParam| | {{MatParam|$bumpmap|texture|Specifies a texture that will provide three-dimensional lighting information for a material.}} | ||
{{MatParam| | {{MatParam|$lightwarptexture]] {{since|{{src06}}}}|texture|Per-texel color modification via a warp texture. | ||
{{Note|Does not appear to be featured on {{ent|LightmappedGeneric}} in {{csgobranch|4}}.}}}} | {{Note|Does not appear to be featured on {{ent|LightmappedGeneric}} in {{csgobranch|4}}.}}}} | ||
{{MatParam| | {{MatParam|$selfillum|bool|Determines whether the surface is self-illuminated independent of environment lighting.}} | ||
{{MatParam| | {{MatParam|$ssbump]] {{since|{{src07}}}}|bool|Flags the {{ent|$bumpmap}} as being a self-shadowing bumpmap.}} | ||
=== Reflection === | === Reflection === | ||
{{MatParam| | {{MatParam|$envmap|cubemap|Specular reflections.}} | ||
{{MatParam| | {{MatParam|$phong]] {{only|{{csgo}}}}|bool|Diffuse reflections. | ||
{{note|Phong is reflected only from [[env_cascade_light]].}} | {{note|Phong is reflected only from [[env_cascade_light]].}} | ||
:{{todo|Are there reflections from any other light sources?.}} | :{{todo|Are there reflections from any other light sources?.}} | ||
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=== Texture Organization === | === Texture Organization === | ||
{{MatParam| | {{MatParam|%keywords|bool|Sets a keyword filter that can be filtered in hammer for easier texture finding.}} | ||
{{MatParam| | {{MatParam|%notooltexture|bool|Hides the material from Hammer's texture browser.}} | ||
{{MatParam| | {{MatParam|%tooltexture|texture|Used to blend texture previews in [[Hammer]].}} | ||
=== Effect === | === Effect === | ||
{{MatParam| | {{MatParam|$nofog|bool|Prevents fog from overdrawing a material.}} | ||
== Caveats == | == Caveats == |
Revision as of 19:44, 25 June 2023
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.
Supported Parameters
Basics
$basetexture
$decal
$detail
$surfaceprop
Adjustment
$basetexture
$color
Decal
$detail
$detail
$detail
Decal
$pointsamplemagfilter (only in
)|$pointsamplemagfilter]] (only in
)]]
$seamless_scale (in all games since
)|$seamless_scale]] (in all games since
)]]
Transparency
$alpha
$alphatest
$distancealpha (in all games since
)|$distancealpha]] (in all games since
)]]
$nocull
$translucent
Lighting
$bumpmap
$lightwarptexture (in all games since
)|$lightwarptexture]] (in all games since
)]]
$selfillum
$ssbump (in all games since
)|$ssbump]] (in all games since
)]]
Reflection
$envmap
$phong (only in
)|$phong]] (only in
)]]
Texture Organization
%keywords
%notooltexture
%tooltexture
Effect
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.