Difference between revisions of "LightmappedGeneric"

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{{Shader|LightmappedGeneric}} It is the shader most commonly used to render brushes, displacements and [[lightmap]]ped surfaces.
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{{lang | LightmappedGeneric}}
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{{Shader|LightmappedGeneric}} It is the shader most commonly used to render brushes, displacements and [[lightmap]]ped surfaces.  
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Only some games like {{tf2}} support this shader to be used on models. {{todo|Which other games support it?}}
  
 
== Supported Parameters ==
 
== Supported Parameters ==

Latest revision as of 16:04, 21 August 2020

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LightmappedGeneric is a material shader available in all Source games. 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. To do: Which other games support it?

Supported Parameters

$bumpmap
Bumpmapping.
$ssbump (in all games since <Source><Source>)
Self-shadowing bumpmapping.
$color
Color tinting.
$decal
Use this material as a decal.
$detail
Detail texturing.
$distancealpha (in all games since <Source><Source>)
Vector-like edge filtering.
$envmap
Specular reflections.
$lightwarptexture (in all games since <Source><Source>)
Per-texel color modification via a warp texture.
$seamless_scale (in all games since <Source><Source>)
Mitigation for displacement texture stretching.
$selfillum
Self-illumination.
$translucent
$alpha
Expensive and cheap transparency.
$phong (only in Counter-Strike: Global Offensive)
Diffuse reflections.
$PointSampleMagFilter (only in Counter-Strike: Global Offensive)
Disables texture filtering.

See also