LightmappedGeneric: Difference between revisions
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SirYodaJedi (talk | contribs) (lightmappedgeneric models aren't a thing, because of vertex formats) |
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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
LightmappedGeneric
is a s0 available in all 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
Paint
$paintsplatnormalmap
$paintsplatbubblelayout
$paintsplatbubble
$paintenvmap
Texture Organization
%keywords
%notooltexture
%tooltexture
Effect
Caveats
Mapbase
LightmappedGeneric materials in Mapbase should have the shader SDK_LightmappedGeneric.
See also
- WorldVertexTransition, a shader used on displacements to blend two materials together.
- LightmappedTwoTexture, a brush shader that multiplies a texture on top of another one.
- Lightmapped_4WayBlend, a shader used on displacements to blend up to four materials together.