LightmappedGeneric

From Valve Developer Community
Revision as of 04:03, 24 May 2020 by Soer4769 (talk | contribs) (Added a language button at the top of the page)
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.

Supported Parameters

$bumpmap
Bumpmapping.
$ssbump (in all games since Source 2007)
Self-shadowing bumpmapping.
$color
Color tinting.
$decal
Use this material as a decal.
$detail
Detail texturing.
$distancealpha (in all games since Source 2007)
Vector-like edge filtering.
$envmap
Specular reflections.
$lightwarptexture (in all games since Source 2006)
Per-texel color modification via a warp texture.
$seamless_scale (in all games since Source 2007)
Mitigation for displacement texture stretching.
$selfillum
Self-illumination.
$translucent
$alpha
Expensive and cheap transparency.
$phong (only in Counter-Strike: Global Offensive)
Diffuse reflections.
$PointSampleMagFilter (only in Counter-Strike: Global Offensive)
Disables texture filtering.

See also