LightmappedGeneric: Difference between revisions
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=== Adjustment === | === Adjustment === | ||
{{MatParam | {{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|$color|RGB matrix|Independently scales the red, green and blue channels of an albedo.}} | ||
{{MatParam | {{MatParam|$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 | {{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>$detailscale "[ 4 8 ]"</code>}} | ||
{{MatParam | {{MatParam|$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 [[$alpha]]. A value of 0 usually makes the detail texture have no effect, whilst a value of 1 applies the full effect.}} | ||
{{MatParam | {{MatParam|$detailblendmode|int|How to combine the detail material with the albedo.}} | ||
{{MatParam | {{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
LightmappedGeneric
It is the shader most commonly used to render brushes, displacements and lightmapped surfaces.
Only some games like support using this shader on models.
Supported Parameters
Basics
$basetexture
$decal
$detail
$surfaceprop
Adjustment
$basetexturetransform
$color
$decalscale
$detailscale
$detailblendfactor
$detailblendmode
$modelmaterial
$pointsamplemagfilter (only in
)|$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.