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VertexLitGeneric: Difference between revisions

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{{MatParam|$selfillum|bool|Determines whether the surface is [[Glowing_Textures#.24selfillum|self-illuminated]] independent of environment lighting.}}
{{MatParam|$selfillum|bool|Determines whether the surface is [[Glowing_Textures#.24selfillum|self-illuminated]] independent of environment lighting.}}
{{MatParam|$emissiveblendenabled|bool|[[Glowing_Textures#.24emissiveblend|Advanced flowing self-illumination]], used on the [[Vortigaunt|Vortigaunts]] in {{Game link|Half-Life 2: Episode Two}}.|since={{src07}}}}
{{MatParam|$emissiveblendenabled|bool|[[Glowing_Textures#.24emissiveblend|Advanced flowing self-illumination]], used on the [[Vortigaunt|Vortigaunts]] in {{Game link|Half-Life 2: Episode Two}}.|since={{src07}}}}
{{MatParam|$lightmap|texture|Pre-baked [[lightmap]]; subject to limitations.|only={{src13mp}}|also={{gmod}}}}
{{MatParam|$lightmap|texture|Pre-baked [[lightmap]]; subject to [[$lightmap#Limitations_and_caveats|limitations]].|only={{src13mp}}|also={{gmod}}}}


=== Reflection ===
=== Reflection ===

Revision as of 10:12, 1 February 2024

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VertexLitGeneric is a s1 available in all Source 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

$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