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LightmappedGeneric: Difference between revisions

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(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 don't depend on the color of [[light_environment]] or [[env_cascade_light]].}}
{{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

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LightmappedGeneric is a Pixel shader available in all Source 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

Portal 2Paint

$paintsplatnormalmap $paintsplatbubblelayout $paintsplatbubble $paintenvmap


Texture Organization

%keywords %notooltexture %tooltexture

Effect

$nofog

Caveats

Mapbase

LightmappedGeneric materials in Mapbase should have the shader SDK_LightmappedGeneric.


See also