VertexLitGeneric: Difference between revisions
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=== Transparency === | === Transparency === | ||
'''VertexLitGeneric''' support a few different methods for transparency, each for different purposes | '''VertexLitGeneric''' support a few different methods for transparency, each for different purposes | ||
{{MatParam|$alpha|bool|[[$alpha]] [[Cheap|Cheaply]] scales the opacity of an entire material.}} | {{MatParam|$alpha|bool|[[$alpha]] [[Cheap|Cheaply]] scales the opacity of an entire material.{{confirm|Does this work in any engine branch? It does not in {{src13mp}}.}}}} | ||
{{MatParam|$alphatest|bool|[[$alphatest]] is a [[Cheap]] transparency using a binary opacity mask.}} | {{MatParam|$alphatest|bool|[[$alphatest]] is a [[Cheap]] transparency using a binary opacity mask.}} | ||
{{MatParam|$nocull|bool|[[$nocull]] disables backface culling optimization.}} | {{MatParam|$nocull|bool|[[$nocull]] disables backface culling optimization.}} |
Revision as of 18:12, 21 January 2024
VertexLitGeneric
is a s1 available in all Source games. It is the shader most commonly used to render models, and supports a variety of effects. Do not use this on world geometry, else you may encounter lighting bugs.
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
Effect
$compress
$stretch
$flesh
$treeSway
Technical Workarounds
$flashlightnolambert
$lowqualityflashlightshadows
$allowfencerenderstatehack
$disablecsmlookup
Cloak
VertexLitGeneric
natively supports the Spy cloak effect from 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
- Materials for models
- EyeRefract, the shader for modeled eyes.
- Teeth, the shader for modeled teeth.