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Projecting a colourful texture in Garry's Mod
Portal 2 uses projected textures extensively for world lighting.

env_projectedtexture is a point entity available in all Source games since Half-Life 2: Episode Two.

Entity description

It projects a texture as a dynamic light that affects all objects in the world, optionally with Shadow Mapping.


Note:In Garry's Mod, there can be up to 8 active env_projectedtextures turned on with shadow mapping at a time. You can also increase this limit by putting
-numshadowtextures # in the Steam launch parameters of Garry's Mod, where # is the number of shadow maps the game should allow.
  • Shadows are only rendered when the user is running with "High" shadow detail.
Tip:If your options menu does not show the "High" shadow detail setting by default, you can add -force_vendor_id 0x10DE -force_device_id 0x1180 to the game's launch options for it to show up.
  • In multiplayer, mp_flashlight and mat_supportflashlight must be set to 1 for flashlights to work. By default these ConVars are disabled in Team Fortress 2, so this entity won't work there without special configuration.
  • Viewmodels won't receive light or shadows from projected textures. See the code fix available.

Source 2007/2009 bugs

These have all been fixed in more recent engine builds.

The configurable texture value from Hammer is not accepted - will always default to the flashlight. You must use the SpotlightTexture input or use the code fix available on the Bug Fixes page.
Note:The SpotlightTexture input has been disabled in the Portal 2 and CS:GO engines, and instead shows an error message: "SetSpotlightTexture is disabled. If you need this feature reimplemented, tell a programmer."
The entity cannot target another entity. See env_projectedtexture/fixes#Fixing targeting.
Models will not receive their own shadows correctly unless using $bumpmap. Even a flat bump map is sufficient.
Causes issues if the entity overlaps a portal in Portal 1. Simply the projection overlapping a portal works fine.


Target <targetname>
The entity will rotate to point at its target, no matter where it is in the world. Make sure you check the "Always update" flag if you set this.
FOV <float>
The field of view angle at which the texture is projected. The projection is square, but the texture can make it appear of any shape.
Remember the default Player FOV is 75°.
This Input does not work in Alien Swarm.
NearZ <float>
Near Z for projected texture. Default value is 4.0.
Objects closer than this will not receive the projection.
FarZ <float>
Far Z for projected texture. Default value is 750.0.
Objects beyond this distance will not receive the projection. Think of it as the range limit.
Enable Shadows <boolean>
Enables/disables shadows from this projected texture.
Shadow Quality <choices>
Quality of shadows.
  • 0 : Low (sharp, pixelized shadows)
  • 1 : High (smooth edged shadows)
Light Only Target <boolean>
Limit flashlight effect to only effect target entity. The world will still be lit.
Light World <boolean>
Control whether flashlight effects static world geometry.
Light Color <color255>
Light Color RGB-Intensity
Camera Space <integer>
Display relative to player's view. Breaks things horribly unless the entity moves with the player.
Brightness Scale <float> (New with Alien Swarm)
Scale the light color by this brightness.
Color Transition Time <float> (New with Alien Swarm)
Amount of time it takes for a color change to occur. Higher numbers cause faster transitions.
Texture Name <string> (New with Alien Swarm)
The texture or material which this entity projects.
Appearance <choices> (New with Portal 2)
Various Custom Appearance (see below) presets.
Custom Appearance <string> (New with Portal 2)
Set a custom pattern of light brightness for this light. Pattern format is a string of characters, where a is total darkness, z fully bright. i.e. aaggnnttzz would be a steppy fade in from dark to light.


Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 2)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function <string> (New with Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.


Parent <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Does not work with stock SDK code. See Env_projectedtexture/fixes#Fixing Parenting.


Pitch Yaw Roll (Y Z X) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.


Literal Value Description Sequence Preview
0 Normal m Sequence 0.gif
10 Fluorescent flicker mmamammmmammamamaaamammma Sequence 10.gif
2 Slow, strong pulse abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba Sequence 2.gif
11 Slow pulse, noblack abcdefghijklmnopqrrqponmlkjihgfedcba Sequence 11.gif
5 Gentle pulse jklmnopqrstuvwxyzyxwvutsrqponmlkj Sequence 5.gif
1 Flicker A mmnmmommommnonmmonqnmmo Sequence 1.gif
6 Flicker B nmonqnmomnmomomno Sequence 6.gif
3 Candle A mmmmmaaaaammmmmaaaaaabcdefgabcdefg Sequence 3.gif
7 Candle B mmmaaaabcdefgmmmmaaaammmaamm Sequence 7.gif
8 Candle C mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa Sequence 8.gif
4 Fast strobe mamamamamama Sequence 4.gif
9 Slow strobe aaaaaaaazzzzzzzz Sequence 9.gif
12 !FGD Underwater light mutation mmnnmmnnnmmnn Sequence 12.gif


  • 1 : Enabled
  • 2 : Always Update (moving light) (New with Alien Swarm)


Note:In Source 2007/2009, only TurnOn, TurnOff and SetFOV are known to Hammer.
Turn on the texture. If two env_projectedtextures with the same name are turned on, both will theoretically be on. However, source limits the number of env_projectedtexture's rendered at a time to one. So, if the player is viewing the first light and then views the second, the first will turn off and the second will remain on.
Turn off the texture.
SetFOV  <float>
Set FOV. See lightfov keyvalue above.
SpotlightTexture  <string>
Set the spotlight texture. Must be a VTF file (not VMT), relative to /materials.
Target  <string>
Specify a new target entity to point at.
CameraSpace  <boolean>
See above keyvalues.
LightOnlyTarget  <boolean>
See above keyvalues.
LightWorld  <boolean>
See above keyvalues.
Cannot be re-enabled.
Ambient  <boolean>
Allows for an ambiance light, much like the shadow color for it.
AlwaysUpdateOn  (New with Alien Swarm)
Turn on per frame updating (for moving lights)
AlwaysUpdateOff  (New with Alien Swarm)
Turn off per frame updating (for moving lights)
EnableShadows  <boolean>
Set the if shadows are enabled
LightColor  <color255> (New with Alien Swarm)
Change the light color/brightness
SetLightStyle  <integer> (New with Portal 2)
Change the lightstyle. (see Appearance keyvalue above for possible values)
SetPattern  <string> (New with Portal 2)
Set a custom pattern of light brightness for this light. (see Custom Appearance keyvalue above)
SetNearZ  <float> (New with Portal 2)
Sets the near Z distance.
SetFarZ  <float> (New with Portal 2)
Sets the far Z distance.


Removes this entity from the world.
Removes this entity and all its children from the world.
AddOutput  <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile  <script> (New with Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode  <string> (New with Left 4 Dead 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning:Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction  <string> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
Note:This input is missing from some games FGD files.
SetLocalOrigin  <origin> (New with Alien Swarm) !FGD
Set this entity's origin in the map.
Note:This input is missing from some games FGD files.
SetLocalAngles  <angles> (New with Alien Swarm) !FGD
Set this entity's angles in the map.
Note:This input is missing from some games FGD files.


SetParent  <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment  <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset  <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
Removes this entity from the the movement hierarchy, leaving it free to move independently.



OnUser1 to OnUser4
These Outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.

(New with Left 4 Dead)

This Output fires when the entity is killed and removed from the game.