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  • ...] parameter available in all {{Source|3}} games since {{L4d|4}} (also in {{Mapbase|4}}) for [[VertexLitGeneric]]. It prevents a material from being tinted by {{confusion|Unlike most boolean VMT parameters, the default value is 1; setting to 0 disables tinting.}}
    806 bytes (108 words) - 02:13, 15 June 2025
  • '''<code style="color:white">$notint</code>''' is a [[material]] [[shader]] parameter available in {{csgo}}, {{gmod}}, and {{P2CE}} for <code>[[Verte ...de>[[$allowdiffusemodulation]]</code> in other games since {{l4d}}{{also|{{mapbase}}}}.}}
    746 bytes (106 words) - 02:14, 15 June 2025
  • ...ия]], доступный во всех {{Source|3}} играх, начиная с {{L4d|4}} (также в {{Mapbase|4}}) для [[VertexLitGeneric]]. Он предотвращает окра� {{ACategory|Shader parameters|A}}
    988 bytes (39 words) - 18:00, 9 August 2024
  • == Supported Parameters == == Additional Parameters ==
    3 KB (438 words) - 11:38, 23 August 2025
  • ...e. It is very rare for a [[material]] not to use this parameter and some [[shader]]s will load a default [[texture]] if it stays undefined. == Additional Parameters ==
    3 KB (402 words) - 11:38, 23 August 2025
  • ...ad 2}} {{also| {{tf2branch}} {{Bms}} {{GMOD}} {{mapbase}} }} In {{GMOD}} {{mapbase}}, it can also be used for {{ent|UnlitGeneric}}. ...c</code>) must be specified in order for the effect to work properly. This shader parameter assumes any model using it is facing upwards.
    6 KB (896 words) - 11:46, 23 August 2025
  • {{This is a|shader parameter|name=$blendmodulatetexture|shader=LightmappedGeneric|shader1=WorldVertexTransition|since=Source 2006}} It cha * Incompatible with [[$detail#Parameters and Effects|$detailblendmode]] 7 in {{as}}{{csgo}} and 9 in {{csgo}}
    4 KB (617 words) - 11:41, 23 August 2025
  • {{this is a|shader parameter|name=$lightwarptexture|shader=VertexLitGeneric|since=Source 2006|notitlechange=1|nocat=1|dx=dx95}} 该参 * {{L|$detail#Parameters and Effects|$detailblendmode}} 5-9失效 - 使用{{Ent|$phong}}时5和6仍�
    4 KB (226 words) - 04:29, 10 March 2025
  • {{this is a|pixel shader|name=LightmappedGeneric}} It is the shader most commonly used to render [[lightmap]]ped [[brush]]es and [[displacement ...shader; [[$lightmap|lightmapped models]] use the {{ent|VertexLitGeneric}} shader.
    6 KB (883 words) - 11:38, 23 August 2025
  • ...риал}} не использует этот параметр; если он не был назначен, некоторые {{L|shader|отттенения}} будут использовать {{L|texture|те {{note|This ''does'' affect shader parameters such as {{ent|$detail}} and {{ent|$bumpmap}}.{{modernConfirm|Does it affect
    4 KB (233 words) - 11:46, 23 August 2025
  • {{this is a|shader parameter|name=$additive}} ...t]], such as being mutually exclusive with [[$selfillum]], or other shader parameters that make use of the alpha channel, for that matter.
    3 KB (389 words) - 08:21, 4 August 2025
  • {{LanguageBar}}{{this is a|vertex shader|name=VertexLitGeneric}} It is the shader most commonly used to render [[models|models]], and supports a variety of e == Supported Parameters ==
    6 KB (747 words) - 11:38, 23 August 2025
  • ...a}}. Es muy raro que un {{L|material}} no use este parámetro y algunos {{L|shader}}s cargarán una {{L|Texture|textura}} predeterminada si no se define. {{note|Esto ''sí'' afecta a los parámetros del shader, como {{ent|$detail}} y {{ent|$bumpmap}}.{{modernConfirm|¿Afecta esto a {{
    3 KB (399 words) - 12:07, 23 August 2025
  • {{LUX|4}}是一个专门为{{src13sp|4}}和{{src13mp|4}}制作和开发的模组,其目的皆在为完全重写所有原版和{{Mapbase|4}}的着色器 ...dshaders/</code>替换为{{LUX|2}}自己的,这“有效”的扬了所有原版着色器的修改版,LUX应该能够实现所有{{src13}}和{{Mapbase}}着色器原有的功能}}
    17 KB (1,705 words) - 07:49, 12 July 2024
  • {{this is a|pixel shader|name=WorldVertexTransition}} It is a shader functionally similar to [[LightmappedGeneric]] primarily used to perform a {{important|In {{Bms|4}} this shader was missed in the deferred renderer update. Instead, use {{ent|LightmappedG
    6 KB (799 words) - 11:40, 23 August 2025
  • {{this is a|shader parameter|notext=1|name=$bumpmap}} * 在<code>{{L|Water_(shader)|Water|水材质}}</code>着色器中,<code>$bumpmap</code>用于DX8的{{
    6 KB (370 words) - 12:10, 23 August 2025
  • {{this is a|shader parameter|name=$phong|since=Source 2006|shader=VertexLitGeneric}} ...ransition]]}} shaders,并在所有 {{csgo|4}} 及以后的游戏中可用{{also|{{gmod}}{{xengine}}{{mapbase}}}}。它通过一个纹理控制每个 texel 的强度,提供了 {{w|dif
    11 KB (715 words) - 11:50, 23 August 2025
  • To enable model texture shadows, add {{code|-TextureShadows}} to the [[VRAD]] parameters. ...lucentshadows}} for {{ent|$translucent}} material shadows) to the [[VRAD]] parameters.
    2 KB (280 words) - 08:19, 4 August 2025
  • {{this is a|shader parameter|name=$phong|since=Source 2006|shader=VertexLitGeneric}} ...VertexTransition]]}} shaders in all games since {{csgo|4}}{{also|{{gmod}}{{mapbase}}}}. It provides {{w|diffuse reflection|icon=hide|diffuse reflections}} at
    13 KB (1,696 words) - 11:40, 23 August 2025
  • {{this is a|shader parameter|notext=1|name=$bumpmap}} * In the <code>[[Water_(shader)|Water]]</code> shader, <code>$bumpmap</code> is for a DX8 [[Du/dv_map|du/dv map]]. Use <code>$nor
    6 KB (890 words) - 11:39, 23 August 2025
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