This article's documentation is for anything that uses the Source engine. Click here for more information.

LightmappedGeneric

From Valve Developer Community
Revision as of 19:44, 25 June 2023 by SirYodaJedi (talk | contribs) (Mat Parmesan template links to pages automatically now)
Jump to navigation Jump to search
English (en)Français (fr)Русский (ru)Translate (Translate)

Shader-ball.png LightmappedGeneric It is the shader most commonly used to render brushes, displacements and lightmapped surfaces.

Only some games like Team Fortress 2 support this shader to be used on models.

Todo: Which other games support it?

Supported Parameters

Basics

$basetexture $decal $detail $surfaceprop

Adjustment

$basetexture $color Decal $detail $detail $detail Decal $pointsamplemagfilter (only in counter-strike: global offensive)|$pointsamplemagfilter]] (only in Counter-Strike: Global Offensive)]] $seamless_scale (in all games since source 2007)|$seamless_scale]] (in all games since Source 2007)]]

Transparency

$alpha $alphatest $distancealpha (in all games since source 2007)|$distancealpha]] (in all games since Source 2007)]] $nocull $translucent

Lighting

$bumpmap $lightwarptexture (in all games since source 2006)|$lightwarptexture]] (in all games since Source 2006)]] $selfillum $ssbump (in all games since source 2007)|$ssbump]] (in all games since Source 2007)]]

Reflection

$envmap $phong (only in counter-strike: global offensive)|$phong]] (only in Counter-Strike: Global Offensive)]]

Texture Organization

%keywords %notooltexture %tooltexture

Effect

$nofog

Caveats

Mapbase

LightmappedGeneric materials in Mapbase should have the shader SDK_LightmappedGeneric.


See also