LightmappedGeneric

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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
Defines an albedo texture.
$decal
Use this material as a decal.
$detail
Detail texturing.
$surfaceprop
Links the surface to a set of physical properties.
%tooltexture
Used to blend texture previews in Hammer.

Adjustment

$color
Independently scales the red, green and blue channels of an albedo.
$pointsamplemagfilter (only in Counter-Strike: Global Offensive)
Disables texture filtering.
$seamless_scale (in all games since Source 2007)
Mitigation for displacement texture stretching.

Transparency

$alpha
Scales the opacity of an entire material.
$alphatest
Specifies a mask to use to determine binary opacity.
$distancealpha (in all games since Source 2007)
Vector-like edge filtering.
$nocull
Disables backface culling.
$translucent
Specifies that the material should be partially see-through.

Lighting

$bumpmap
Specifies a texture that will provide three-dimensional lighting information for a material.
$lightwarptexture (in all games since Source 2006)
Per-texel color modification via a warp texture.
$selfillum
Determines whether the surface is self-illuminated independent of environment lighting.
$ssbump (in all games since Source 2007)
Flags a $bumpmap texture as being a self-shadowing bump map.

Reflection

$envmap
Specular reflections.
$phong (only in Counter-Strike: Global Offensive)
Diffuse reflections.
Note.pngNote:Phong is reflected only from env_cascade_light.
Todo: Are there reflections from any other light sources?.
Warning.pngWarning:Standard phong color is always white and don't depend on the color of light_environment or env_cascade_light.
Icon-Bug.pngBug:Normal map does not affect phong reflections if there is empty $envmap on the material, or if you haven't assigned any brush face on env_cubemap entity.  [todo tested in ?]

Effect

$nofog
Prevents fog from overdrawing a material.

Caveats

Mapbase

LightmappedGeneric materials in Mapbase should have the shader SDK_LightmappedGeneric.


See also