LightmappedGeneric
LightmappedGeneric
It is the shader most commonly used to render brushes, displacements and lightmapped surfaces.
Only some games like support using this shader on models.
Supported Parameters
Basics
$basetexture
$decal
$detail
$surfaceprop
Adjustment
$basetexturetransform
$color
$decalscale
$detailscale
$detailblendfactor
$detailblendmode
$modelmaterial
$pointsamplemagfilter (only in
)|$pointsamplemagfilter]] (only in
)]]
$seamless_scale (in all games since
)|$seamless_scale]] (in all games since
)]]
Transparency
$alpha
$alphatest
$distancealpha (in all games since
)|$distancealpha]] (in all games since
)]]
$nocull
$translucent
Lighting
$bumpmap
$lightwarptexture (in all games since
)|$lightwarptexture]] (in all games since
)]]
$selfillum
$ssbump (in all games since
)|$ssbump]] (in all games since
)]]
Reflection
$envmap
$phong (only in
)|$phong]] (only in
)]]
Texture Organization
%keywords
%notooltexture
%tooltexture
Effect
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.