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VertexLitGeneric: Difference between revisions

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=== Mapbase ===
=== Mapbase ===
Unlit materials in [[Mapbase]] should have the shader '''<code>SDK_VertexLitGeneric</code>'''.
VertexLitGeneric materials in [[Mapbase]] should have the shader '''<code>SDK_VertexLitGeneric</code>'''.


== See also ==
== See also ==

Revision as of 10:41, 6 March 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

VertexLitGeneric materials in Mapbase should have the shader SDK_VertexLitGeneric.

See also