Difference between revisions of "LightmappedGeneric"

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(Changed to use Shader and ent templates, added game add information)
(added the new csgo vmt param page to here, since it's compatible with this shader)
 
Line 26: Line 26:
 
;{{ent|$alpha}}
 
;{{ent|$alpha}}
 
: Expensive and cheap transparency.
 
: Expensive and cheap transparency.
;{{ent|$phong}} {{CSGO add}}
+
;{{ent|$phong}} {{CSGO only}}
: Diffuse reflections. {{csgo}} only.
+
: Diffuse reflections.
 +
;{{ent|$PointSampleMagFilter}} {{CSGO only}}
 +
: Disables texture filtering.
  
 
== See also ==
 
== See also ==

Latest revision as of 15:24, 9 August 2019

LightmappedGeneric is a material shader available in all Source games. It is the shader most commonly used to render brushes, displacements and lightmapped surfaces.

Supported Parameters

$bumpmap
Bumpmapping.
$ssbump (New with Half-Life 2: Episode Two / Source 2007)
Self-shadowing bumpmapping.
$color
Color tinting.
$decal
Use this material as a decal.
$detail
Detail texturing.
$distancealpha (New with Half-Life 2: Episode Two / Source 2007)
Vector-like edge filtering.
$envmap
Specular reflections.
$lightwarptexture (New with Half-Life 2: Episode One / Source 2006)
Per-texel color modification via a warp texture.
$seamless_scale (New with Half-Life 2: Episode Two / Source 2007)
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