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User:Deprecated/Sandbox

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Sandbox for really big changes and testing stuff.

VertexLitGeneric rewrite

VertexLitGeneric is the shader most commonly used to render models.

Supported Parameters

$bumpmap
Bumpmapping.
$color2
Color tinting.
$detail
Detail texturing.
$envmap
Specular reflections.
$emissiveblend
Advanced flowing self-illumination, used on the Vortigaunts in Episode 2.
$flesh
The flesh effect used for Alyx in Episode 2.
$halflambert
Half-lambertian shading.
$lightwarptexture
Per-texel color modification using a warp texture.
$phong
Diffuse reflections.
$rimlight
Constant rimlight based on phong and ambient lighting.
$selfillum
Self-illumination.
$translucent
$alpha
Expensive and cheap transparency.
$compress
$stretch
Wrinklemaps for character faces.
$treeSway
Vertex manipulation to give the effect of trees swaying in the wind.

Misc Parameters

$albedo <texture>
Blank image.pngTodo: albedo (Base texture with no baked lighting)
$desaturatewithbasealpha <float>
Use the base alpha to desaturate the base texture. Set to non-zero to enable, value gets multiplied into the alpha channel before desaturating.
$flashlightnolambert <bool>
Blank image.pngTodo: Flashlight pass sets N.L=1.0
$seperatedetailuvs <bool>
Blank image.pngTodo: Use texcoord1 for detail texture
$vertexfog
Blank image.pngTodo: What does this do? Found in L4D2 materials.

Cloak

VertexLitGeneric natively supports the Spy cloak effect from Team Fortress 2. You will want to combine it with a sine wave proxy for the full effect.

$cloakpassenabled <bool>
Enables cloaking effects.
$cloakfactor <normal>
0 = fully visible, 1 = fully invisible.
$cloakcolortint <RGB matrix>
Colours the refraction effect. Default is white.
$refractamount <float>
How strong the refraction effect should be when the material is partially cloaked (default = 2).

See also


LightmappedGeneric rewrite

LightmappedGeneric is the shader most commonly used to render brushes and other lightmapped surfaces.

Supported Parameters

$bumpmap
Bumpmapping.
$ssbump
Self-shadowing bumpmapping.
$color
Color tinting.
$decal
Use this material as a decal.
$detail
Detail texturing.
$distancealpha
Edge filtering.
$envmap
Specular reflections.
$lightwarptexture
Per-texel color modification using a warp texture.
$seamless_scale
Reduce stretching on displacements.
$selfillum
Self-illumination.
$translucent
$alpha
Expensive and cheap transparency.
$phong
Diffuse reflections. Counter-Strike: Global Offensive only.

See also