LightmappedGeneric: Difference between revisions
(As of 28/06/24, Jabroni Brawl now supports $pointsamplemagfilter on LightmappedGeneric) |
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{{note|Phong is reflected only from [[env_cascade_light]].}} | {{note|Phong is reflected only from [[env_cascade_light]].}} | ||
:{{todo|Are there reflections from any other light sources?.}} | :{{todo|Are there reflections from any other light sources?.}} | ||
{{warning|Standard phong color is always white and | {{warning|Standard phong color is always white and doesn'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 $envmap on the material, or if you haven't assigned any brush face on [[env_cubemap]] entity.}}}} | ||
{{MatParam|$phong_exp|only={{lw}}|float|{{confirm|Is this for LW's Blinn–Phong reflections?}}}} | {{MatParam|$phong_exp|only={{lw}}|float|{{confirm|Is this for LW's Blinn–Phong reflections?}}}} | ||
Revision as of 15:34, 21 August 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
$blendmodulatetexture
$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.