$halflambert

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Lambertian (left) and Half Lambertian (right)

Template:Shaderparam It is a boolean parameter that enables half-lambertian lighting, which wraps lighting further around a model to prevent it from losing definition. It only works on models.

Note.pngNote:Since Source 2007 Source 2007, half-lambertian lighting is forcibly enabled on VertexLitGeneric regardless of $halflambert setting when $phong is enabled, unless $phongdisablehalflambert(in all games since Alien Swarm) is enabled.
Note.pngNote:This parameter is disabled since Counter-Strike: Global Offensive due to conflicts with cascade shadow mapping.
Icon-Important.pngImportant:Does not work on static props which have lighting baked per-vertex or into lightmaps in stock VRAD; this could be achieved with a custom VRAD.
Icon-Important.pngImportant:In Black Mesa Black Mesa half-lambertian for new light is broken. The result is that meshes with $phong or $halflambert get lit from ALL sides perpendicular to newlights, including ones with opposing normals. If you want to use $phong or $halflambert - you are able to fix this with adding in your VMT material parameter "$halflambert_gbuffer_off" "1".

Syntax

$halflambert 1