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  • ...Freeman}} It is available exclusively for the [[PBR (Strata shader)|PBR]] shader to define the MRAO map to use for the Physically Based Rendering effects. ...|This parameter is also available in [[Adding PBR_to_Your_Mod|Thexa4's PBR shader.]]}}
    2 KB (350 words) - 11:51, 23 August 2025
  • ...is a|shader parameter|game=Strata Source|name=$parallax|shader=PBR (Strata shader)}} It enables [[Parallax mapping]] on the surface of the PBR material. ...|This parameter is also available in [[Adding PBR_to_Your_Mod|Thexa4's PBR shader.]]}}
    2 KB (286 words) - 11:51, 23 August 2025
  • {{Source topicon}}{{stub}} ...trata|2}} uses a modified version of [[Adding PBR to your mod|Thexa4's PBR shader]], which is capable of rendering lightmaps on brushes. It can be used on bo
    6 KB (806 words) - 11:50, 23 August 2025
  • ...eation process for PBR materials is much different from that of standard {{Source|4}} materials, and many modders new to the PBR workflow may not know how to While the Diffuse and Normal map textures may already be part of the standard Source texture workflow, the MRAO map may present some difficulty to create, as st
    5 KB (715 words) - 09:53, 12 July 2024
  • ...is shader renders real-time reflection and refractions similar to [[Water (shader)]]. ...nc_reflective_glass}} (using materials with {{code|LightmappedReflective}} shader)]]
    5 KB (669 words) - 11:41, 23 August 2025
  • ...every Valve game, although since {{asbranch|4}} and later, an (unfinished) shader exists named {{code|[[ParallaxTest]]}}, which can be used as an alternative ...ng other shaders listed on this page, if you want parallax mapping in your source engine project!}}
    9 KB (1,208 words) - 06:40, 6 September 2025
  • {{this is a|shader parameter|name=$color}} |shader={{ent|LightmappedGeneric}}<br>{{ent|UnlitGeneric}}<br>{{ent|VertexLitGeneri
    5 KB (805 words) - 06:54, 19 April 2025
  • ...cessing unit|graphics card]] to determine how an object should be drawn. Source uses shaders for everything in the 3D world. Shaders are manipulated with parameters stored in [[material]] files. While the most common are quite simple, very
    9 KB (1,342 words) - 21:08, 13 September 2025
  • {{this is a|shader parameter|name=$phong|since=Source 2006|shader=VertexLitGeneric}} ...{ent|env_cascade_light}} 实体的阳光照亮才能正常工作,并使用由其生成的动态阴影作为传统 phong 遮罩之上的额外遮罩。({{Strata|since}} {{ent|env_projectedtexture}} 也会影响启用 phong 的刷子)
    11 KB (715 words) - 11:50, 23 August 2025
  • {{this is a|shader parameter|name=$phong|since=Source 2006|shader=VertexLitGeneric}} {{note|All parameters in the following example must be specified in the material, otherwise Phong
    13 KB (1,696 words) - 11:40, 23 August 2025
  • |text = ''This shader does not work with lightmapped brushes when using stock VBSP compilers, how {{tip|Fixed in {{strata}}, as well as the {{mapbase}}'s and {{slammin}}'s [[VBSP]]s.}}
    10 KB (1,470 words) - 06:38, 22 May 2025
  • {{Source topicon}} {{this is a|shader parameter|name=$detail}} It specifies a [[texture]] which Source will use to add high-resolution detail to a material when it is viewed up c
    17 KB (2,401 words) - 07:10, 3 September 2025
  • {{source topicon}}{{csgo topicon}} | forks = {{Strata|2}}
    9 KB (1,271 words) - 06:06, 26 July 2025
  • {{this is a|shader parameter|name=$ssbump|since=Source 2007}} Standard bump maps only darken [[texel]]s that are facing away from a light source. Self-shadowing bump maps darken both texels facing away and also any texel
    9 KB (1,386 words) - 13:43, 2 September 2025
  • {{this is a|shader parameter|name=$phong|since=Source 2006|shader=VertexLitGeneric}} También está disponible en sombreado {{shader Name|LightmappedGeneric}} y {{Shader Name|WorldVertexTransition}} en todos los juegos desde {{csgo|4}}. proporci
    11 KB (1,550 words) - 12:06, 23 August 2025
  • {{this is a|shader parameter|name=$phong|since=Source 2006|shader=VertexLitGeneric}} ...dows generated by it as a mask on top of the traditional phong masking. ({{Strata|since}} {{ent|env_projectedtexture}} также влияет на прим�
    15 KB (881 words) - 11:46, 23 August 2025
  • {{Source topicon}} ...ure Format)|source=1|custom1=VTEX (Valve Texture)|custom1alt=Source 2|main=source}}
    37 KB (5,299 words) - 13:21, 11 September 2025
  • {{Tabs|VRAD|source=1|source2=1|main=source}} {{vrad|4}} is the [[command-line]] tool for {{source|4|}} that takes a compiled BSP map and embeds lighting data into it. VRAD's
    26 KB (3,735 words) - 16:54, 30 August 2025
  • {{Source topicon}} | title = Source
    29 KB (4,131 words) - 03:15, 19 September 2025
  • ...ine options''' (frequently '''command line arguments''' or '''command line parameters'''; '''launch options''' on [[Steam]]) are additional arguments specified b ...d by the game as soon as it starts, and [[GoldSrc|all]] [[Source|Valve]] [[Source 2|engines]] inherit this syntax.
    45 KB (6,783 words) - 04:09, 1 September 2025
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