UnlitGeneric

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UnlitGeneric draws an albedo without standard lighting passes. It is used for things like UI images, pure white, and pitch blackness, but also in situations when software lighting is used (like on detail props).

Supported Parameters

Basics

Defines an albedo texture.
Links the surface to a set of physical properties.
Tells this material is used for models and not brushes.

Adjustment

Independently scales the red, green and blue channels of an albedo.

Transparency

Scales the opacity of an entire material.
Specifies a mask to use to determine binary opacity.
Disables backface culling, resulting in triangles showing from both sides.
Specifies that the material should be partially see-through.

Texture Organization

Sets a keyword filter that can be filtered in hammer for easier texture finding.
Hides the material from Hammer's texture browser.
Used to blend texture previews in Hammer.

Effect

Prevents fog from overdrawing a material.

Additional Parameters

Allow the player's flashlight to illuminate the material.
Possibly used to allow shadows to form from this decal.
For example, found in L4D2 decals/detail/ruraldetailsprites.vmt
Todo: confirm.
$deferred <boolean> (only in Lambda Wars)
Confirm:Enables/disables deferred lighting on this material?

Caveats

Projected Texture Bugs

If a Skybox has an UnlitGeneric shader applied to it, some visual bugs can occur. Notably, if a projected texture is shone near a Skybox using an UnlitGeneric shader, the Skybox will appear to ignore surrounding geometry and phase through walls for as long as the projected texture is active.

To fix this, ensure that a sky_camera exists in the world, typically in its own box which exists outside of the rest of the map.

Preferably, use the purpose-built Sky shader instead.

Models

If this shader is being used on a model, you must specify $model 1 to prevent errors.

Mapbase

Unlit materials in Mapbase should have the shader SDK_UnlitGeneric.