LightmappedGeneric: Difference between revisions
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(Garry's Mod added support for $phong on LightmappedGeneric in the recent June 2023 update.) |
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=== Reflection === | === Reflection === | ||
{{MatParam|$envmap|cubemap|Specular reflections.}} | {{MatParam|$envmap|cubemap|Specular reflections.}} | ||
{{MatParam|$phong|only={{csgo}}|bool|Diffuse reflections. | {{MatParam|$phong|only={{csgo}}|also={{GMOD}}|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?.}} |
Revision as of 02:32, 29 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.
Todo: Which other games support it?
Supported Parameters
Basics
$basetexture
$decal
$detail
$surfaceprop
Adjustment
$basetexturetransform
$color
$decalscale
$detailscale
$detailblendfactor
$detailblendmode
$modelmaterial
$pointsamplemagfilter
$seamless_scale
Transparency
$alpha
$alphatest
$distancealpha
$nocull
$translucent
Lighting
$bumpmap
$lightwarptexture
$selfillum
$ssbump
Reflection
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.