UnlitGeneric: Difference between revisions

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=== Projected Texture Bugs ===
=== Projected Texture Bugs ===
If a [[Skybox]] has an '''{{code|UnlitGeneric}}''' shader applied to it, some visual bugs can occur. Notably, if a projected texture is shone near a Skybox using an '''{{code|UnlitGeneric}}''' shader, the Skybox will appear to ignore surrounding geometry and phase through walls for as long as the projected texture is active.
If a [[Skybox]] has an '''{{code|UnlitGeneric}}''' shader applied to it, some visual bugs can occur. Notably, if a projected texture is shone near a Skybox using an '''{{code|UnlitGeneric}}''' shader, the Skybox may appear to ignore surrounding geometry and phase through walls for as long as the projected texture is active.


To fix this, ensure that a [[sky_camera]] exists in the world, typically in its own box which exists outside of the rest of the map.
To fix this, ensure that a [[sky_camera]] exists in the world, typically in its own box which exists outside of the rest of the map.

Revision as of 13:41, 19 March 2025

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UnlitGeneric draws a diffuse without standard lighting passes. It is used for things like UI images, pure white, and pitch blackness, but also in situations when software lighting is used (like on detail props).

Supported Parameters

Basics

$basetexture $surfaceprop $model

Adjustment

$detail $color

Transparency

$alpha $alphatest $nocull $translucent $vertexalpha

Texture Organization

%keywords %notooltexture %tooltexture

Effect

$nofog

Additional Parameters

$receiveflashlight $singlepassflashlight $deferred

Caveats

Projected Texture Bugs

If a Skybox has an UnlitGeneric shader applied to it, some visual bugs can occur. Notably, if a projected texture is shone near a Skybox using an UnlitGeneric shader, the Skybox may appear to ignore surrounding geometry and phase through walls for as long as the projected texture is active.

To fix this, ensure that a sky_camera exists in the world, typically in its own box which exists outside of the rest of the map.

Preferably, use the purpose-built Sky shader instead.

Models

If this shader is being used on a model, you must specify $model 1 to prevent errors.

Mapbase

Unlit materials in Mapbase should have the shader SDK_UnlitGeneric.