$halflambert: Difference between revisions
Jump to navigation
Jump to search

Important:In stock shaders for
to
, half-lambertian lighting is forcibly enabled on
) is enabled.
Important:Not designed for static props:
SirYodaJedi (talk | contribs) No edit summary Tag: Reverted |
SirYodaJedi (talk | contribs) (Eh, I'll add workarounds to the %alphatexture page instead) Tag: Manual revert |
||
Line 8: | Line 8: | ||
{{important|Not designed for static props: | {{important|Not designed for static props: | ||
* Does not work on [[static prop]]s which have lighting baked [[VHV|per-vertex]] or [[PPL|into lightmaps]] in stock [[VRAD]]; this could be achieved with a custom VRAD. | * Does not work on [[static prop]]s which have lighting baked [[VHV|per-vertex]] or [[PPL|into lightmaps]] in stock [[VRAD]]; this could be achieved with a custom VRAD. | ||
* Shadows cast by static props will always be full-lambertian. This could potentially be worked around by using an {{cmd|%alphatexture | * Shadows cast by static props will always be full-lambertian. This could potentially be worked around by using an {{cmd|%alphatexture}} with half opacity. | ||
}} | }} | ||
Latest revision as of 11:14, 9 April 2025


$halflambert
is a material shader parameter for the VertexLitGeneric, Teeth, EyeRefract, VortWarp, and Infected (shader) shader available in all Source games. It is a boolean parameter that enables half-lambertian lighting, which wraps lighting further around a model to prevent it from losing definition. It only works on models.



VertexLitGeneric
regardless of $halflambert
setting when $phong is enabled, unless $phongdisablehalflambert
(in all games since 

- Does not work on static props which have lighting baked per-vertex or into lightmaps in stock VRAD; this could be achieved with a custom VRAD.
- Shadows cast by static props will always be full-lambertian. This could potentially be worked around by using an %alphatexture with half opacity.
Syntax
$halflambert 1