LightmappedGeneric

Aliases: DecalBaseTimesLightmapAlphaBlendSelfIllum

Parameters

$flags <int> = 0

flags

$flags_defined <int> = 0

flags_defined

$flags2 <int> = 0

flags2

$flags_defined2 <int> = 0

flags2_defined

$color <color> = [1 1 1]

color

$alpha <float> = 1.0

alpha

$basetexture <texture> = "shadertest/BaseTexture"

Base Texture with lighting built in

$frame <int> = 0

Animation Frame

$basetexturetransform <matrix> = center .5 .5 scale 1 1 rotate 0 translate 0 0

Base Texture Texcoord Transform

$color2 <color> = [1 1 1]

color2

$srgbtint <color> = [1 1 1]

tint value to be applied when running on new-style srgb parts

$selfillumtint <color> = [1 1 1]

Self-illumination tint

$detail <texture> = "shadertest/detail"

detail texture

$detailframe <int> = 0

frame number for $detail

$detailscale <float> = 4

scale of the detail texture

$detail2 <texture> = "shadertest/detail"

detail texture 2

$detailframe2 <int> = 0

frame number for $detail2

$detailscale2 <float> = 4

scale of the detail texture 2

$detailblendmode <int> = 0

mode for combining detail texture with base. 0=normal, 1= additive, 2=alpha blend detail over base, 3=crossfade

$detailblendfactor <float> = 1

blend amount for detail texture.

$detailtint <color> = [1 1 1]

detail texture tint

$detailblendfactor2 <float> = 1

blend amount for detail texture 2.

$detailtint2 <color> = [1 1 1]

detail texture 2 tint

$envmap <texture> = "shadertest/shadertest_env"

envmap

$envmapframe <int>
$envmapmask <texture> = "shadertest/shadertest_envmask"

envmap mask

$envmapmaskframe <int>
$envmapmasktransform <matrix> = center .5 .5 scale 1 1 rotate 0 translate 0 0

$envmapmask texcoord transform

$envmaptint <color> = [1 1 1]

envmap tint

$bumpmap <texture> = "models/shadertest/shader1_normal"

bump map

$bumpframe <int> = 0

frame number for $bumpmap

$bumptransform <matrix> = center .5 .5 scale 1 1 rotate 0 translate 0 0

$bumpmap texcoord transform

$envmapcontrast <float> = 0.0

contrast 0 == normal 1 == color*color

$envmapsaturation <float> = 1.0

saturation 0 == greyscale 1 == normal

$fresnelreflection <float> = 1.0

1.0 == mirror, 0.0 == water

$nodiffusebumplighting <int> = 0

0 == Use diffuse bump lighting, 1 = No diffuse bump lighting

$bumpmap2 <texture> = "models/shadertest/shader3_normal"

bump map

$bumpframe2 <int> = 0

frame number for $bumpmap

$bumptransform2 <matrix> = center .5 .5 scale 1 1 rotate 0 translate 0 0

$bumpmap texcoord transform

$bumpmask <texture> = "models/shadertest/shader3_normal"

bump map

$basetexture2 <texture> = "shadertest/lightmappedtexture"

Blended texture

$frame2 <int> = 0

frame number for $basetexture2

$blendmodulatetexture <texture>

texture to use r/g channels for blend range for

$ssbump <int> = 0

whether or not to use alternate bumpmap format with height

$bump_force_on <bool> = 0

force bump-mapping on, even for low-end machines

$seamless_scale <float> = 0

Scale factor for 'seamless' texture mapping. 0 means to use ordinary mapping

$alphatestreference <float> = 0.0
$envmapanisotropy <bool> = 0

Enable anisotropic cubemap lookups for macroscopically rough/microscopically smooth surfaces, like wet asphalt

$envmapanisotropyscale <float> = 1.0

Scale anisotropy amount for cubemap lookups

$noenvmapmip <bool> = 0

Force envmap lookup to always use the top-level mip map

$addbumpmaps <bool> = 0

Add bump map 1 and 2 together, renormalize

$bumpdetailscale1 <float> = 1.0
$bumpdetailscale2 <float> = 1.0
$shadersrgbread360 <bool> = 0

Simulate srgb read in shader code

$envmaplightscale <float> = 0.0

How much the lightmap effects environment map reflection, 0.0 is off, 1.0 will allow complete blackness of the environment map if the lightmap is black

$envmaplightscaleminmax <vec2> = [0.0 1.0]

Thresholds for the lightmap envmap effect. Setting the min higher increases the minimum light amount at which the envmap gets nerfed to nothing.

$paintsplatnormalmap <texture> = "paint/splatnormal_default"

The paint splat normal map to use when paint is enabled on the surface

$paintsplatbubblelayout <texture> = "paint/bubblelayout"

The layout texture which defines the distribution of bubbles in the paint

$paintsplatbubble <texture> = "paint/bubble"

The normal mapped texture of a single bubble

$paintenvmap <texture> = "paint/paint_envmap_hdr"

Envmap that is consistent across all surfaces

$phong <bool> = 1

Phong

$phongexponent <float> = 5.0

Phong exponent for Key (CSM Casting) Light - on $basetexture

$phongexponent2 <float> = 5.0

Phong exponent for Key (CSM Casting) Light - on $basetexture2

$phongbasetint <float> = 0.0

Amount to tint Phong * $basetexture

$phongbasetint2 <float> = 0.0

Amount to tint Phong * $basetexture2

$phongmaskcontrastbrightness <vec2> = [1.0 0.0]

Contrast and Brightness for Phong Mask generation using $basetexture

$phongmaskcontrastbrightness2 <vec2> = [1.0 0.0]

Contrast and Brightness for Phong Mask generation using $basetexture2

$phongamount <vec4> = [1.0 1.0 1.0 1.0]

Phong tint and amount on $basetexture > 1 to scale phong, .a is diffuseComponent multiplier, 0=> remove diffuse, >1 => overbright diffuse

$phongamount2 <vec4> = [1.0 1.0 1.0 1.0]

Phong tint and amount on $basetexture2 > 1 to scale phong, .a is diffuseComponent multiplier, 0=> remove diffuse, >1 => overbright diffuse

$basetexturetransform2 <matrix> = center .5 .5 scale 1 1 rotate 0 translate 0 0

$basetexture2 texcoord transform

$layertint1 <color> = [1 1 1]

color tint for layer 1

$layertint2 <color> = [1 1 1]

color tint for layer 2

$blendmodulatetransform <matrix> = center .5 .5 scale 1 1 rotate 0 translate 0 0

$blendmodulatetexture texcoord transform

$envmapmask2 <texture> = "shadertest/shadertest_envmask"

envmap mask 2

$envmapmaskframe2 <int>
$envmapmasktransform2 <matrix> = center .5 .5 scale 1 1 rotate 0 translate 0 0

$envmapmask2 texcoord transform

$newlayerblending <bool> = 0

Enable new layer blend math

$blendsoftness <float> = 0.5

Layer blend softness

$layerborderstrength <float> = 0.5

Layer border strength

$layerborderoffset <float> = 0.0

Layer border offset

$layerbordersoftness <float> = 0.5

Layer border softness

$layerbordertint <color> = [1 1 1]

color tint for layer border

$layeredgenormal <bool> = 0

Enable normals on layer edge

$layeredgepunchin <bool> = 0

Invert normals on layer edge

$layeredgestrength <float> = 0.5

Layer edge normal strength

$layeredgesoftness <float> = 0.5

Layer edge normal blend softness

$layeredgeoffset <float> = 0.0

Layer edge normal blend offset

$pointsamplemagfilter <bool> = 0

Point sample texture mag filter

$envmapparallax <matrix> = [1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1]
$envmaporigin <vec3> = [0 0 0]

The world space position of the env_cubemap being corrected