$halflambert: Difference between revisions
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Note:Since
Source 2007, half-lambertian lighting is forcibly enabled on
) is enabled.
Important:Does not work on static props which have lighting baked per-vertex or into lightmaps in stock VRAD; this could be achieved with a custom VRAD.
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[[File:Alyx_lambert_half_lambert.jpg|right|200px|thumb|Lambertian (left) and Half Lambertian (right)]] | [[File:Alyx_lambert_half_lambert.jpg|right|200px|thumb|Lambertian (left) and Half Lambertian (right)]] | ||
{{ | {{This is a|shader parameter|name=$halflambert|shader=VertexLitGeneric|shader1=Teeth|shader2=EyeRefract|shader3=VortWarp|shader4=Infected (shader)}} It is a boolean parameter that enables [[Half Lambert|half-lambertian]] lighting, which wraps lighting further around a model to prevent it from losing definition. It only works on models. | ||
{{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.}} |
Revision as of 10:05, 10 August 2024


$halflambert
is a material shader parameter for the VertexLitGeneric, Teeth, EyeRefract, VortWarp, and Infected (shader) shader available in all Source games. 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 

Syntax
$halflambert 1