VertexLitGeneric
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VertexLitGeneric is a material shader most commonly used to render models.
Supported Parameters
$bumpmap- Bumpmapping.
$color2- Color tinting.
$detail- Detail texturing.
$envmap- Specular reflections.
$emissiveblend- Advanced flowing self-illumination, used on the Vortigaunts in Episode 2.
$flesh- The flesh effect used for Alyx in Episode 2.
$halflambert- Half-lambertian shading.
$lightwarptexture- Per-texel color modification via a warp texture.
$phong- Diffuse reflections.
$rimlight- Constant rimlight based on phong and the ambient lighting.
$selfillum- Self-illumination.
$translucent$alpha- Expensive and cheap transparency.
$compress$stretch- Wrinklemaps for character faces.
$treeSway- Vertex manipulation to give the effect of trees swaying in the wind.
Misc Parameters
$desaturatewithbasealpha <float>Template:AS add- Use the base alpha to desaturate the base texture. Set to non-zero to enable, value gets multiplied into the alpha channel before desaturating.
$flashlightnolambert <bool>- Todo: Flashlight pass sets N.L=1.0
$seperatedetailuvs <bool>- Todo: Use texcoord1 for detail texture
Cloak
VertexLitGeneric natively supports the Spy cloak effect from Team Fortress 2. You will want to combine it with a sine wave proxy for the full effect.
$cloakpassenabled <bool>- Enables cloaking effects.
$cloakfactor <normal>- 0 = fully visible, 1 = fully invisible.
$cloakcolortint <RGB matrix>- Colours the refraction effect. Default is white.
$refractamount <float>- How strong the refraction effect should be when the material is partially cloaked (default = 2).
See also
- Materials for models
EyeRefract, the shader for modeled eyes.Teeth, the shader for modeled teeth.