LightmappedGeneric: Difference between revisions
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{{this is a| | {{this is a|pixel shader|name=LightmappedGeneric}} It is the shader most commonly used to render [[lightmap]]ped [[brush]]es and [[displacement]]s. | ||
Models cannot use this shader; [[$lightmap|lightmapped models]] use the {{ent|VertexLitGeneric}} shader. | Models cannot use this shader; [[$lightmap|lightmapped models]] use the {{ent|VertexLitGeneric}} shader. |
Revision as of 17:35, 17 May 2024
LightmappedGeneric
is a Pixel shader 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
$envmap
$phong
$phong_exp
$phong_exp2
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.