UnlitGeneric

From Valve Developer Community
Jump to navigation Jump to search
English (en)Français (fr)中文 (zh)Translate (Translate)

UnlitGeneric draws an albedo 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). It accepts only the most rudimentary of VMT commands.

Supported Parameters

$alpha
Expensive and cheap transparency.
$color
Color tinting.
$nofog
Prevents fog from overdrawing a material.
$surfaceprop
Links the surface to a set of physical properties.
$translucent
Specifies that the material should be partially see-through.

Additional Parameters

[[$receiveflashlight|$receiveflashlight]] [[$singlepassflashlight|$singlepassflashlight]]

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 will 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.