LightmappedGeneric: Difference between revisions
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(Added bug to $color where projected textures do not affected color tinted materials.) |
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{{MatParam|$basetexturetransform|matrix| Transforms the texture before use in the material. This does not affect [[lightmap]]s on the surface. }} | {{MatParam|$basetexturetransform|matrix| Transforms the texture before use in the material. This does not affect [[lightmap]]s on the surface. }} | ||
{{MatParam|$color|RGB matrix|Independently scales the red, green and blue channels of an albedo.}} | {{MatParam|$color|RGB matrix|Independently scales the red, green and blue channels of an albedo.}} | ||
{{bug|Greyscale materials using $color as a sole source of tint will not appear colored under light cast by the player flashlight (or a projected texture). This results in textures appearing grey and desaturated. A workaround for this is to add a base grey [[$detail]] to the material and then and then use [[$detailtint]] to color it. Tested in {{src13sp}}, {{src13mp}}.}} | |||
{{MatParam|$decalscale|float|Same as a brush face's texture scale value: the number of [[unit|units]] that each [[texel]] covers. Normally 0.25 or lower. }} | {{MatParam|$decalscale|float|Same as a brush face's texture scale value: the number of [[unit|units]] that each [[texel]] covers. Normally 0.25 or lower. }} | ||
{{MatParam|$detailscale|float|Fits the detail texture onto the material the given number of times (default {{=}} 4). Generally used instead of {{mono|$detailtexturetransform}} with a value of around 7 or 8 for a 128px detail texture. To independently scale the X and Y coordinates, place your values in brackets: {{mono|$detailscale "[ 4 8 ]"}}}} | {{MatParam|$detailscale|float|Fits the detail texture onto the material the given number of times (default {{=}} 4). Generally used instead of {{mono|$detailtexturetransform}} with a value of around 7 or 8 for a 128px detail texture. To independently scale the X and Y coordinates, place your values in brackets: {{mono|$detailscale "[ 4 8 ]"}}}} |
Revision as of 14:02, 12 March 2025
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



$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.