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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) <normal>
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 Source 2007)
Determines if this entity will cast lightmap shadows.

Keyvalues

Render Mode (rendermode) <choices>
Set a non-standard rendering mode on this entity.
Render Modes
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
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.
Texture Frame (texframeindex) <integer> !FGD
The frame number for any animated textures on this entity.

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 Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Disable flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity.
Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since Portal 2)
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
  • 0 : Default
  • 1 : No cache - render every frame
  • 2 : Cache it - render only once
Minimum / Maximum Effect Details Level (mincpulevel / maxcpulevel) <integer choices> (in all games since Left 4 Dead)
Don't render for players with Effect Details levels that exceed the minimum or maximum.
Choices
  • 0: ("Low" formincpulevel, "High" formaxcpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
Minimum / Maximum Shader Details Level (mingpulevel / maxgpulevel) <integer choices> (in all games since Left 4 Dead)
Don't render for players with Shader Details levels that exceed the minimum or maximum.
Choices
  • 0: ("Low" formingpulevel, "Very High" formaxgpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
  • 4: Very High
See also:  cpu_level / gpu_level convars
Minimum / Maximum DX Level (mindxlevel / maxdxlevel) <integer choices> (removed since Left 4 Dead)
The entity will not exist if the engine is running outside the given range of DirectX Versions.
Choices
Warning.pngWarning:
Render in Fast Reflections (drawinfastreflection) <boolean> (in all games since Portal 2)
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 Portal 2) !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 number other than 0.
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.
EnableDraw  (in all games since Portal 2)
Removes EF_NODRAW from the entity.
DisableDraw  (in all games since Portal 2)
Applies EF_NODRAW to the entity. Note that this is different from rendermode 10.
EnableReceivingFlashlight  (in all games since Portal 2)
Makes it so that the entity is lit by env_projectedtextures.
DisableReceivingFlashlight  (in all games since Portal 2)
Prevents the entity from being lit by env_projectedtextures. The shadow made by the texture will still cast.

Reflection:

DisableDrawInFastReflection  (in all games since Portal 2)
Turns off rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
EnableDrawInFastReflection  (in all games since Portal 2)
Turn on rendering of this entity in reflections when using $reflectonlymarkedentities in water material.

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 Portal 2)
This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight  (in all games since Portal 2)
This object may receive light or shadows from projected textures.

See Also