Rendering related keyvalues and inputs
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Following keyvalues and inputs are available for all brush entities and are mostly relevant only for those which are visible (possible exception would be casting shadows with not rendered brush). There may still be rendering related keyvalues and inputs available only to specific brush entities[confirm] and those would be listed on their pages.
Keyvalues read only by VRAD
- Minimum Light Level (_minlight) <float>
- Minimum amount of light to hit this brush (monochromatic). Values over 1 are overbright, and will bloom in HDR mode.
- Cast Lightmap Shadows (vrad_brush_cast_shadows) <boolean> (in all games since
)
- Determines if this entity will cast baked lightmap shadows.
Recommended for "static" brush entities that don't move, toggle, or get deleted. Can be useful for doors, to prevent light from leaking in. Note that the shadow will persist even if the brush entity moves or disappears.
Technical: Vanilla-compatible toggled lightmap shadows Expand
Keyvalues
- Render Mode (rendermode) <choices>
- Set a non-standard rendering mode on this entity.
Render Modes Expand
- Render FX (renderfx) <choices>
- Various somewhat legacy alpha effects. See render effects.
- Render Amount / Transparency (0–255) (renderamt) <integer 0–255>
- Transparency amount; requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B) (rendercolor) <color255>
- Color tint.
Shadow:
- Disable Shadows (disableshadows) <boolean>
- Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
- Disable Receiving Shadows (disablereceiveshadows) <boolean>
- Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance (shadowcastdist) <integer> !FGD
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Disable Shadow Depth (disableshadowdepth) <boolean> (in all games since
)
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight (disableflashlight) <boolean> (in all games since
)
- Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since
)
- Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices Expand
- Minimum / Maximum Effect Details Level (mincpulevel / maxcpulevel) <integer choices> (in all games since
)
- Don't render for players with Effect Details levels that exceed the minimum or maximum.
Choices Expand
- Minimum / Maximum Shader Details Level (mingpulevel / maxgpulevel) <integer choices> (in all games since
)
- Don't render for players with Shader Details levels that exceed the minimum or maximum.
Choices Expand See also: cpu_level / gpu_level convars
- Minimum / Maximum DX Level (mindxlevel / maxdxlevel) <integer choices> (removed since
)
- The entity will not exist if the engine is running outside the given range of DirectX Versions.
Choices Expand
- Render in Fast Reflections (drawinfastreflection) <boolean> (in all games since
)
- If enabled, this entity will render in fast water reflections (i.e. when a water material specifies
$reflectonlymarkedentities
) and in the world impostor pass. - Texture Frame (texframeindex) <integer> (not in
) !FGD
- The initial frame number for all animated textures on this entity.
Inputs
- Alpha <integer 0–255>
- Sets the entity's transparency (
renderamt
) to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode
) set to a value higher than0
.
- AlternativeSorting <boolean>
- Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.
- Color <color255>
- Sets an RGB color for the entity.
- DisableDraw (in all games since
)
- Applies EF_NODRAW to the entity. Note that this is different from rendermode 10.
Shadow:
- DisableShadow
- Turn dynamic shadows off for this entity. Identical to applying EF_NOSHADOW.
- EnableShadow
- Turn dynamic shadows on for this entity.
- DisableReceivingFlashlight (in all games since
)
- This object will not receive light or shadows from projected textures.
- EnableReceivingFlashlight (in all games since
)
- This object may receive light or shadows from projected textures.
Reflection:
- DisableDrawInFastReflection (in all games since
)
- Turns off rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
- EnableDrawInFastReflection (in all games since
)
- Turn on rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.