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LightmappedGeneric: Difference between revisions

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(lightmappedgeneric models aren't a thing, because of vertex formats)
(→‎Supported Parameters: Add paint parameters)
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{{warning|Standard phong color is always white and don't depend on the color of [[light_environment]] or [[env_cascade_light]].}}
{{warning|Standard phong color is always white and don't depend on the color of [[light_environment]] or [[env_cascade_light]].}}
{{bug|Normal map does not affect phong reflections if there is empty $envmap on the material, or if you haven't assigned any brush face on [[env_cubemap]] entity.}}}}
{{bug|Normal map does not affect phong reflections if there is empty $envmap on the material, or if you haven't assigned any brush face on [[env_cubemap]] entity.}}}}
==={{portal2}}Paint===
{{MatParam|$paintsplatnormalmap|texture|The paint splat normal map to use when paint is applied to the material. Defaults to <code>paint/splatnormal_default</code> if not specified.}}
{{MatParam|$paintsplatbubblelayout|texture|The layout texture which defines the distribution of bubbles in the paint. Defaults to <code>paint/bubblelayout</code> if not specified.}}
{{MatParam|$paintsplatbubble|texture|The normal mapped texture of a single bubble. Defaults to <code>paint/bubble</code> if not specified.}}
{{MatParam|$paintenvmap|texture|The environment map reflected in the paint. Defaults to <code>paint/paint_envmap_hdr</code> if not specified.}}


=== Texture Organization ===
=== Texture Organization ===

Revision as of 19:18, 21 March 2024

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LightmappedGeneric is a s0 available in all Source Source games. It is the shader most commonly used to render lightmapped brushes and displacements.

Models cannot use this shader; lightmapped models use the VertexLitGeneric shader.

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

Portal 2Paint

$paintsplatnormalmap $paintsplatbubblelayout $paintsplatbubble $paintenvmap


Texture Organization

%keywords %notooltexture %tooltexture

Effect

$nofog

Caveats

Mapbase

LightmappedGeneric materials in Mapbase should have the shader SDK_LightmappedGeneric.


See also