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LightmappedGeneric

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Revision as of 11:34, 3 June 2023 by XBLAH (talk | contribs) (Uses MatParam template for material parameters)
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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

[[$basetexture|$basetexture]] [[$decal|$decal]] [[$detail|$detail]] [[$surfaceprop|$surfaceprop]] [[%tooltexture|%tooltexture]]

Adjustment

[[$color|$color]] [[$pointsamplemagfilter (only in counter-strike: global offensive)|$pointsamplemagfilter (only in Counter-Strike: Global Offensive)]] [[$seamless_scale (in all games since source 2007)]]|$seamless_scale (in all games since Source 2007)]]]]

Transparency

[[$alpha|$alpha]] [[$alphatest|$alphatest]] [[$distancealpha (in all games since source 2007)|$distancealpha (in all games since Source 2007)]] [[$nocull|$nocull]] [[$translucent|$translucent]]

Lighting

[[$bumpmap|$bumpmap]] [[$lightwarptexture (in all games since source 2006)|$lightwarptexture (in all games since Source 2006)]] [[$selfillum|$selfillum]] [[$ssbump (in all games since source 2007)|$ssbump (in all games since Source 2007)]]

Reflection

[[$envmap|$envmap]] [[$phong (only in counter-strike: global offensive)|$phong (only in Counter-Strike: Global Offensive)]]

Effect

[[$nofog|$nofog]]

Caveats

Mapbase

LightmappedGeneric materials in Mapbase should have the shader SDK_LightmappedGeneric.


See also