$halflambert: Difference between revisions
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Note:Since
Source 2007, half-lambertian lighting is forcibly enabled on
) is enabled.
Important:Does not work on static props which have lighting baked per-vertex or into lightmaps in stock VRAD; this could be achieved with a custom VRAD.
Important:In
Black Mesa half-lambertian for new light is broken. The result is that meshes with $phong or $halflambert get lit from ALL sides perpendicular to newlights, including ones with opposing normals. If you want to use $phong or $halflambert - you are able to fix this with adding in your VMT material parameter
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{{note|Since {{src07|4}}, half-lambertian lighting is forcibly enabled on <code>VertexLitGeneric</code> regardless of <code>$halflambert</code> setting when {{ent|$phong}} is enabled, unless <code>$phongdisablehalflambert</code>{{as|since}} is enabled.}} | {{note|Since {{src07|4}}, half-lambertian lighting is forcibly enabled on <code>VertexLitGeneric</code> regardless of <code>$halflambert</code> setting when {{ent|$phong}} is enabled, unless <code>$phongdisablehalflambert</code>{{as|since}} is enabled.}} | ||
{{note|This parameter is disabled since {{csgo}} due to conflicts with cascade shadow mapping.}} | {{note|This parameter is disabled since {{csgo}} due to conflicts with cascade shadow mapping.}} | ||
{{important|Does not work on [[static prop]]s which have lighting baked [[VHV|per-vertex]] or [[PPL|into lightmaps]] in stock [[VRAD]]; this could be achieved with a custom VRAD. }} | |||
{{important|In {{bms|4}} half-lambertian for [[NewLight Point|new light]] is broken. The result is that meshes with [[$phong]] or [[$halflambert]] get lit from ALL sides perpendicular to newlights, including ones with opposing normals. If you want to use [[$phong]] or [[$halflambert]] - you are able to fix this with adding in your [[VMT]] material parameter <code>"$halflambert_gbuffer_off" "1"</code>.}} | {{important|In {{bms|4}} half-lambertian for [[NewLight Point|new light]] is broken. The result is that meshes with [[$phong]] or [[$halflambert]] get lit from ALL sides perpendicular to newlights, including ones with opposing normals. If you want to use [[$phong]] or [[$halflambert]] - you are able to fix this with adding in your [[VMT]] material parameter <code>"$halflambert_gbuffer_off" "1"</code>.}} | ||
Revision as of 12:50, 29 April 2024



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Template:Shaderparam It is a boolean parameter that enables half-lambertian lighting, which wraps lighting further around a model to prevent it from losing definition. It only works on models.


VertexLitGeneric
regardless of $halflambert
setting when $phong is enabled, unless $phongdisablehalflambert
(in all games since 



"$halflambert_gbuffer_off" "1"
.Syntax
$halflambert 1