Difference between revisions of "VertexLitGeneric"
Deprecated (talk | contribs) m (Revamped with MatParam changes) |
Deprecated (talk | contribs) (Added $lowqualityflashlightshadows from Portal 2) |
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{{MatParam|$seperatedetailuvs|bool|{{todo|''Use texcoord1 for detail texture''}}|since={{src07}}}} | {{MatParam|$seperatedetailuvs|bool|{{todo|''Use texcoord1 for detail texture''}}|since={{src07}}}} | ||
{{MatParam|$desaturatewithbasealpha|float|Use the base alpha to desaturate the base texture. Set to non-zero to enable, value gets multiplied into the alpha channel before desaturating.|since={{as}}}} | {{MatParam|$desaturatewithbasealpha|float|Use the base alpha to desaturate the base texture. Set to non-zero to enable, value gets multiplied into the alpha channel before desaturating.|since={{as}}}} | ||
+ | {{MatParam|$lowqualityflashlightshadows|bool|Force low quality flashlight/projected texture shadows for faster performance.|since={{portal2}}}} | ||
{{MatParam|$allowfencerenderstatehack|bool|Fence render hack for cascade shadow maps, allows shadow maps to work properly with fences.|since={{csgo}}}} | {{MatParam|$allowfencerenderstatehack|bool|Fence render hack for cascade shadow maps, allows shadow maps to work properly with fences.|since={{csgo}}}} | ||
{{MatParam|$disablecsmlookup|bool|Disable cascade shadow map lookup/filtering, useful on dense foilage.|since={{csgo}}}} | {{MatParam|$disablecsmlookup|bool|Disable cascade shadow map lookup/filtering, useful on dense foilage.|since={{csgo}}}} |
Revision as of 13:18, 25 August 2020
VertexLitGeneric
is a material shader available in all Source games. It is the shader most commonly used to render models, and supports a variety of effects.
Supported Parameters
$bumpmap
- Normal mapping.
$color2
- Color tinting.
$detail
- Detail texturing.
$envmap
- Specular reflections.
$emissiveblend
(in all games since)
- Advanced flowing self-illumination, used on the Vortigaunts in
Half-Life 2: Episode Two.
$flesh
(in all games since)
- The flesh effect used for Alyx in Half-Life 2: Episode Two.
$halflambert
- Half-lambertian shading.
$lightwarptexture
(in all games since)
- Per-texel color modification via a warp texture.
$phong
(in all games since)
- Diffuse reflections.
$rimlight
(in all games since)
- Constant rimlight based on phong and the ambient lighting.
$selfillum
- Self-illumination.
$translucent
$alpha
- Expensive and cheap transparency.
$compress
(in all games since)
$stretch
(in all games since)
- Wrinklemaps for character faces.
$treeSway
(in all games since)
- Vertex manipulation to give the effect of trees swaying in the wind.
Misc Parameters
$flashlightnolambert
<boolean>
(in all games since)
- Tell projected textures such as the flashlight to ignore the surface normal of the model. Useful for models with
$nocull
such as foilage. Otherwise, lighting the face with a flashlight from behind will not affect it. Default 0. $seperatedetailuvs
<boolean>
(in all games since)
- To do: Use texcoord1 for detail texture
$desaturatewithbasealpha
<float>
(in all games since)
- Use the base alpha to desaturate the base texture. Set to non-zero to enable, value gets multiplied into the alpha channel before desaturating.
$lowqualityflashlightshadows
<boolean>
(in all games since)
- Force low quality flashlight/projected texture shadows for faster performance.
$allowfencerenderstatehack
<boolean>
(in all games since)
- Fence render hack for cascade shadow maps, allows shadow maps to work properly with fences.
$disablecsmlookup
<boolean>
(in all games since)
- Disable cascade shadow map lookup/filtering, useful on dense foilage.
Cloak
VertexLitGeneric
natively supports the Spy cloak effect from Team Fortress 2. You will want to combine it with a sine wave proxy for the full effect.
$cloakpassenabled
<boolean>
- Enables cloaking effects.
$cloakfactor
<normal>
- 0 = fully visible, 1 = fully invisible.
$cloakcolortint
<RGB matrix>
- Colors the refraction effect. Default is white.
$refractamount
<float>
- How strong the refraction effect should be when the material is partially cloaked. Default 2.
See also
- Materials for models
EyeRefract
, the shader for modeled eyes.Teeth
, the shader for modeled teeth.