LightmappedGeneric
Jump to navigation
Jump to search
LightmappedGeneric
It is the shader most commonly used to render brushes, displacements and lightmapped surfaces.
Only some games like 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
)
- Disables texture filtering.
- $seamless_scale (in all games since
)
- 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
)
- 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
)
- 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
)
- Flags a $bumpmap texture as being a self-shadowing bump map.
Reflection
- $envmap
- Specular reflections.
- $phong (only in
)
- Diffuse reflections.
Note:Phong is reflected only from env_cascade_light.
Todo: Are there reflections from any other light sources?.Warning:Standard phong color is always white and don't depend on the color of light_environment or env_cascade_light.
Bug: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
WorldVertexTransition
, a shader used on displacements to blend two materials together.LightmappedTwoTexture
, a brush shader that multiplies a texture on top of another one.Lightmapped_4WayBlend
, a shader used on displacements to blend up to four materials together.