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- {{see also|[[:Category:Shaders]]}} ...|graphics card]] to determine how an object should be drawn. Source uses shaders for everything in the 3D world.8 KB (1,309 words) - 03:19, 27 July 2025
- {{Source topicon}}{{stub}} ...ny different texture maps to create a more accurate simulation of light. {{Strata|2}} uses a modified version of [[Adding PBR to your mod|Thexa4's PBR shader6 KB (806 words) - 11:50, 23 August 2025
- {{this is a|shader parameter|name=$phong|since=Source 2006|shader=VertexLitGeneric}} ...the {{code|[[LightmappedGeneric]]}} and {{code|[[WorldVertexTransition]]}} shaders in all games since {{csgo|4}}{{also|{{gmod}}{{mapbase}}}}. It provides {{w|13 KB (1,696 words) - 11:40, 23 August 2025
- {{this is a|pixel shader|since=Source 2007|name=LightmappedReflective|dx=dx9}} This shader renders real-time refl {{MatParamDef|$normalmap|texture|[[bump map]], per-pixel warping of the reflection}}5 KB (669 words) - 11:41, 23 August 2025
- ...ts behind them, making it look three-dimensional. The height data for each pixel comes from a {{code|[[$parallaxmap]]}} texture, which needs to be created f ...ng other shaders listed on this page, if you want parallax mapping in your source engine project!}}9 KB (1,208 words) - 06:40, 6 September 2025
- {{tip|Fixed in {{strata}}, as well as the {{mapbase}}'s and {{slammin}}'s [[VBSP]]s.}} ...ight|<center>'''Comparison of PBR'''</center><br> Left: Base Source Engine shaders.<br> Right: The PBR shader.]]10 KB (1,470 words) - 06:38, 22 May 2025
- {{this is a|shader parameter|name=$phong|since=Source 2006|shader=VertexLitGeneric}} ...icas generadas como máscara sobre las máscaras de sombreado tradicional ({{Strata|since}} {{ent|env_projectedtexture|4}} también afecta a los sólidos con s11 KB (1,550 words) - 12:06, 23 August 2025
- ...e that is performed on a second rendering pass, after the vertex and pixel shaders are rendered. ...s demanding on forward renderer (currently {{p2ce|2}} is the only upcoming Source game, along with {{obm|2}} utilizing this technique).7 KB (940 words) - 21:18, 31 May 2025
- {{this is a|shader parameter|name=$phong|since=Source 2006|shader=VertexLitGeneric}} ...the {{code|[[LightmappedGeneric]]}} and {{code|[[WorldVertexTransition]]}} shaders in all games since {{csgo|4}}{{also|{{gmod}}{{xengine}}{{mapbase}}}}. It pr15 KB (881 words) - 11:46, 23 August 2025
- {{Source topicon}} ...ure Format)|source=1|custom1=VTEX (Valve Texture)|custom1alt=Source 2|main=source}}36 KB (5,176 words) - 22:04, 31 August 2025
- ...he resolution of its lightmap. The default scale of 16 makes each lightmap pixel ("luxel") 16 [[unit]]s across, while a lightmap scale of 1 makes one luxel ...be done by placing multiple lights near each other to simulate a non-point source of light, and/or increasing lightmap scale (which is why the relatively lar11 KB (1,658 words) - 13:45, 11 August 2025
- {{Source topicon}} | title = Source29 KB (4,129 words) - 10:05, 27 August 2025
- ...d by the game as soon as it starts, and [[GoldSrc|all]] [[Source|Valve]] [[Source 2|engines]] inherit this syntax. These command-line parameters will work with any Source engine games ({{hl2|4}}, {{css|4}}, etc.).45 KB (6,783 words) - 04:09, 1 September 2025
- ...hade 深度缓冲检测功能与 SSAA 兼容。然而,尽管 SSAA 能提供极高画质,但其性能消耗远{{L|expensive|高}}于 MSAA,且 Source 引擎默认未开放 SSAA 选项,但可通过以下方式启用: ...中后期,随着游戏开发从正向渲染转向延迟渲染架构,时间性反锯齿 TAA 逐步取代其地位)。作为历史产物,在 {{csgo|4}} 发布前,所有基于 {{Source|4}} 引擎的游戏仅支持 MSAA 反锯齿(NVIDIA Maxwell 架构前的�38 KB (3,345 words) - 17:29, 21 April 2025
- ...to performance compared to MSAA, and SSAA is not available as an option in Source by default, but can be enabled below: ...asing available (alongside CSAA on NVIDIA cards prior to Maxwell) in all {{Source|4}} games before {{csgo|4}}, and later available in {{gldsrc|4}} in 2013, w45 KB (6,784 words) - 04:42, 8 September 2025