LightmappedGeneric: Difference between revisions
m (→Reflection) |
m (→Texture Organization: %keywords uses comma separated strings) |
||
Line 58: | Line 58: | ||
=== Texture Organization === | === Texture Organization === | ||
{{MatParam|%keywords| | {{MatParam|%keywords|string|Sets keywords <i>(comma separated)</i> filter that can be filtered in hammer for easier texture finding.{{example|<code>%keywords "wasteland,c17"</code> place the material under the <i>"wasteland"</i> and <i>"c17"</i> filters.}} }} | ||
{{MatParam|%notooltexture|bool|Hides the material from Hammer's texture browser.{{warning|Non-functional in {{hammer++|4.1}}.}} }} | {{MatParam|%notooltexture|bool|Hides the material from Hammer's texture browser.{{warning|Non-functional in {{hammer++|4.1}}.}} }} | ||
{{MatParam|%tooltexture|texture|Used to blend texture previews in [[Hammer]].}} | {{MatParam|%tooltexture|texture|Used to blend texture previews in [[Hammer]].}} |
Revision as of 19:48, 20 November 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.