VertexLitGeneric: Difference between revisions

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{{MatParam|$seperatedetailuvs|bool|{{todo|''Confirm use of texcoord1 for [[$detail|detail]] texture''}}|since={{src07}}}}
{{MatParam|$seperatedetailuvs|bool|{{todo|''Confirm use of texcoord1 for [[$detail|detail]] texture''}}|since={{src07}}}}
{{MatParam|$desaturatewithbasealpha|float|Use the base alpha to desaturate the base texture. Set to non-zero to enable, value gets multiplied into the alpha channel before desaturating.|since={{as}}}}
{{MatParam|$desaturatewithbasealpha|float|Use the base alpha to desaturate the base texture. Set to non-zero to enable, value gets multiplied into the alpha channel before desaturating.|since={{as}}}}
{{MatParam|[[$notint]]|bool|Prevents the model's material from being tinted by [[$color2]] or <code>rendercolor.</code>|only={{csgo}}|also={{P2CE}}}}
{{MatParam|$notint|bool|Prevents the model's material from being tinted by [[$color2]] or <code>rendercolor.</code>|only={{csgo}}|also={{P2CE}}}}


=== Transparency ===
=== Transparency ===

Revision as of 16:27, 29 June 2023

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VertexLitGeneric is a material shader available in all Source games. It is the shader most commonly used to render models, and supports a variety of effects.

Supported Parameters

Basics

$basetexture $detail $decaltexture

Adjustment

$color2 $basetexturetransform $allowdiffusemodulation $seperatedetailuvs $desaturatewithbasealpha $notint

Transparency

VertexLitGeneric support a few different methods for transparency, each for different purposes $alpha $alphatest $nocull $translucent $additive $distancealpha

Lighting

$bumpmap $lightwarptexture $halflambert $selfillum $emissiveblendenabled $lightmap

Reflection

$envmap $phong $rimlight

Effect

$compress $stretch $flesh $treeSway

Technical Workarounds

$flashlightnolambert $lowqualityflashlightshadows $allowfencerenderstatehack $disablecsmlookup

Cloak

VertexLitGeneric natively supports the Spy cloak effect from Team Fortress 2 Team Fortress 2 . Combine it with a sine wave proxy for the full effect.

$cloakpassenabled $cloakfactor $cloakcolortint $refractamount

Caveats

Mapbase

Unlit materials in Mapbase should have the shader SDK_VertexLitGeneric.

See also