This article's documentation is for anything that uses the Source engine. Click here for more information.

LightmappedGeneric: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (Fix some formatting)
(Garry's Mod added support for $phong on LightmappedGeneric in the recent June 2023 update.)
Line 39: Line 39:
=== Reflection ===
=== Reflection ===
{{MatParam|$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

English (en)Français (fr)Русский (ru)Translate (Translate)

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 $seamless_scale

Transparency

$alpha $alphatest $distancealpha $nocull $translucent

Lighting

$bumpmap $lightwarptexture $selfillum $ssbump

Reflection

$envmap $phong

Texture Organization

%keywords %notooltexture %tooltexture

Effect

$nofog

Caveats

Mapbase

LightmappedGeneric materials in Mapbase should have the shader SDK_LightmappedGeneric.


See also