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LightmappedGeneric: Difference between revisions

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=== Adjustment ===
=== Adjustment ===
{{MatParam|$basetexture|$basetexturetransform|matrix| Transforms the texture before use in the material. This does not affect [[lightmap]]s on the surface. }}
{{MatParam|$basetexturetransform|matrix| Transforms the texture before use in the material. This does not affect [[lightmap]]s on the surface. }}
{{MatParam|$color|RGB matrix|Independently scales the red, green and blue channels of an albedo.}}
{{MatParam|$color|RGB matrix|Independently scales the red, green and blue channels of an albedo.}}
{{MatParam|Decal|$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|$decalscale|float|Same as a brush face's texture scale value: the number of [[unit|units]] that each [[texel]] covers. Normally 0.25 or lower. }}
{{MatParam|$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>$detailscale "[ 4 8 ]"</code>}}
{{MatParam|$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 [[$alpha]]. A value of 0 usually makes the detail texture have no effect, whilst a value of 1 applies the full effect.}}
{{MatParam|$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|$detailblendmode|int|How to combine the detail material with the albedo.}}
{{MatParam|$detailblendmode|int|How to combine the detail material with the albedo.}}
{{MatParam|Decal|$modelmaterial|material|A separate [[VertexLitGeneric]] material to that will replace this one if the decal hits a [[Model|model]]. }}
{{MatParam|$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.}}

Revision as of 19:47, 25 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 using this shader on models.

Todo: Which other games support it?

Supported Parameters

Basics

$basetexture $decal $detail $surfaceprop

Adjustment

$basetexturetransform $color $decalscale $detailscale $detailblendfactor $detailblendmode $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 $alphatest $distancealpha (in all games since source 2007)|$distancealpha]] (in all games since Source 2007)]] $nocull $translucent

Lighting

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

Reflection

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

Texture Organization

%keywords %notooltexture %tooltexture

Effect

$nofog

Caveats

Mapbase

LightmappedGeneric materials in Mapbase should have the shader SDK_LightmappedGeneric.


See also