I posted something like this before, here it is again except I have updated it to include asw csgo and sfm
VertexLitGeneric Sheet 2013
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"VertexlitGeneric"
{
// VertexlitGeneric shader params Source2004-2013
// Supported Ver. HL2OB ASW L4D2 CSGO SFM
// Written by Cra0kalo
// http://cra0kalo.com
//**Input Types**
// texture_file - texture file (binary) (eg. Path to file "basetexture.vtf")
// int - whole number
// boolean - True or false; on or off
// vector/array - Can hold multiple values. Can be declared in many ways. Example: 3xFloat[1.0 0.5 2.0] (Usually just used for RGB values).
// Albedo base texture with no baked lighting
"$albedo" "models/cra0kalo/basetexture"
// Base diffuse texture
"$basetexture" "models/cra0kalo/basetexture"
// Compression wrinklemap diffuse
"$compress" "models/cra0kalo/basetexture"
// Expansion wrinklemap diffuse
"$stretch" "models/cra0kalo/basetexture"
// ------------------------------------
// Bump Map and normal maps
// ------------------------------------
// Bump map
"$bumpmap" "models/cra0kalo/basetexture"
"$bumpframe" "0"
// Bump map has the specular map in the alpha channel
"$normalmapalphaenvmapmask" 1
// Compression wrinklemap
"$bumpcompress""models/cra0kalo/basetexture"
// Expansion wrinklemap
"$bumpstretch" "models/cra0kalo/basetexture"
// Frame number for $bumpmap
"$bumpframe" "0"
// Bumpmap texcoord transform
"$bumptransform" "center .5 .5 scale 1 1 rotate 0 translate 0 0"
// ------------------------------------
// Specular lighting and reflections
// ------------------------------------
// Reflection environment map
"$envmap" "env_cubemap"
// Reflection cubemap
"$envmap" "models/cra0kalo/basetexture"
"$envmapframe" "0"
// Specular map (note that this does NOT work when using a bumpmap, instead place in the alpha of bump)
"$envmapmask" "models/cra0kalo/basetexture"
"$envmapmaskframe" "0"
// Specular texcoord transform
"$envmapmasktransform" "center .5 .5 scale 1 1 rotate 0 translate 0 0"
// Specular tint
"$envmaptint" "[1 1 1]"
// Specular contrast
"$envmapcontrast" "0"
// Specular saturation
"$envmapsaturation" "1"
// Degree to which Fresnel should be applied to env map
"$envmapfresnel" "0"
// Use the alpha channel of the base texure as the Specular mask.
"$basealphaenvmapmask" "1"
// Min/max fresnel range and exponent for vertexlitgeneric
"$envmapFresnelMinMaxExp" "[0.0 1.0 2.0]"
// Changes the direction of reflections based on the normals of the model and the players view. For $basealphaenvmapmask.
"$basealphaenvmapmaskminmaxexp" "[1.0 0.0 1.0]"
// ------------------------------------
// Phong
// ------------------------------------
// Phong enabled?
"$phong" "1"
// Phong exponent for local specular lights
"$phongexponent" "1"
// Phong tint for local specular lights
"$phongtint" "[1 1 1]"
// Apply tint by albedo (controlled by spec exponent texture)
"$phongalbedotint" "1"
// Warp the specular term
"$phongwarptexture" "models/cra0kalo/basetexture"
// Parameters for remapping fresnel output
"$phongfresnelranges" "[0 0.5 1]"
// Phong overbrightening factor (specular mask channel should be authored to account for this)
"$phongboost" "1"
// Phong albedo overbrightening factor (specular mask channel should be authored to account for this
"$phongalbedoboost" "1"
// Forces Phong lighting, even at low GPU levels (Phong must already be enabled)
"$forcephong" "1"
// Phong Exponent map
"$phongexponenttexture" "models/cra0kalo/basetexture"
// Indicates that there is no normal map and that the phong mask is in base alpha
"$basemapalphaphongmask" "0"
// Invert the phong mask (0=full phong, 1=no phong)
"$invertphongmask" "0"
// Indicates that the base luminance should be used to mask phong
"$basemapluminancephongmask" "0"
// This is to allow phong materials to disable half lambert. Half lambert has always been forced on in phong,
// so the only safe way to allow artists to disable half lambert is to create this param that disables the
// default behavior of forcing half lambert on.
"$phongdisablehalflambert" "0" //boolean
// ------------------------------------
// Rim lighting
// ------------------------------------
// Rim enabled?
"$rimlight" "1"
// Exponent for rim lights
"$rimlightexponent" "4"
// Boost for rim lights
"$rimlightboost" "1"
// Indicates whether or not to use alpha channel of exponent texture to mask the rim term
"$rimmask" "1"
// ------------------------------------
// Detail map
// ------------------------------------
// Detail texture
"$detail" "models/cra0kalo/basetexture"
"$detailframe" "0"
// Scale of the detail texture
"$detailscale" "4"
// Mode for combining detail texture with base. 0=normal, 1= additive, 2=alpha blend detail over base, 3=crossfade
"$detailblendmode" "2"
// Blend amount for detail texture
"$detailblendfactor" "1"
// Detail texture tint
"$detailtint" "[1 1 1]"
// $detail texcoord transform
"$detailtexturetransform" "center .5 .5 scale 1 1 rotate 0 translate 0 0"
// ------------------------------------
// Self-illumination
// ------------------------------------
// Enabled?
"$selfillum" "1"
// Self-illumination tint
"$selfillumtint" "[1 1 1]"
// Defines that self illum value comes from env map mask alpha
"$selfillum_envmapmask_alpha" "0"
// Self illum fresnel
"$selfillumfresnel" "1"
// Self illum fresnel min, max, exp
"$selfIllumFresnelMinMaxExp" "[0 1.0 1.0]" // 0.0 1.0 1.0 is the default
// If we bind a texture here, it overrides base alpha (if any) for self illum
"$selfillummask" "models/cra0kalo/basetexture"
// Scale self illum effect strength
"$selfillummaskscale" "0"
// ------------------------------------
// Seamless mapping scale
// ------------------------------------
// Whether to apply seamless mapping to the base texture. requires a smooth model.
"$seamless_base" "1"
// Where to apply seamless mapping to the detail texture.
"$seamless_detail" "1"
// The scale for the seamless mapping. # of repetions of texture per inch.
"$seamless_scale" "1.0"
// ------------------------------------
// Displacement Maps
// ------------------------------------
// Displacement map
"$displacementmap" "models/cra0kalo/basetexture"
// Displacement map contains wrinkle displacements
"$displacementwrinkle" "0" //boolean
// ------------------------------------
// Flesh Interior
// ------------------------------------
// Flesh (used in hl2 ep2 on Alyx)
"$FleshInteriorEnabled" "1" // Enable Flesh interior blend pass
"$FleshInteriorTexture" "models/cra0kalo/basetexture" // Flesh color texture (Mask in alpha)
"$FleshNormalTexture" "models/cra0kalo/basetexture_flesh_normal" // Flesh normal texture
"$FleshBorderTexture1D" "models/cra0kalo/basetexture_flesh_border" // Flesh border 1D texture
"$FleshInteriorNoiseTexture" "Engine/noise-blur-256x256" //Flesh noise texture
"$FleshSubsurfaceTexture" "models/cra0kalo/basetexture_flesh_subsurface" // Flesh subsurface texture
"$FleshSubsurfacetint" "[1 1 1]" // Subsurface Color
"$FleshCubeTexture" "env_cubemap" // Flesh cubemap texture
"$FleshDebugforcefleshon" "0" // Flesh Debug full flesh
"$FleshBorderNoiseScale" "3" // Flesh Noise UV scalar for border
"$FleshBorderWidth" "0.2" // Width of flesh border
"$FleshBorderSoftness" "0.5" // Border softness must be greater than 0.0 and up tp 0.5
"$FleshBorderTint" "[.2 .2 .4]" // Tint / brighten the border 1D texture
"$FleshGlobalopacity" "1.0" // Flesh global opacity
"$FleshGlossBrightness" "1.0" // Change the brightness of the glossy layer
"$FleshScrollSpeed" "1.0" // Flesh scroll speed
"$Time" "0.0"
"$FleshEffectcentreradius1" "[0 0 0 0.001]" // Flesh effect center and radius
"$FleshEffectcentreradius2" "[0 0 0 0.001]" // Flesh effect center and radius 2
"$FleshEffectcentreradius3" "[0 0 0 0.001]" // Flesh effect center and radius 3
"$FleshEffectcentreradius4" "[0 0 0 0.001]" // Flesh effect center and radius 4
// ------------------------------------
// Tree sway animation control
// ------------------------------------
"$treeSway" "0" //Integer
"$treeSwayHeight" "1000" //Float
"$treeSwayStartHeight" "0.2" //Float (rest are float)
"$treeSwayRadius" "300
"$treeSwayStartRadius" "0.1"
"$treeSwaySpeed" "1"
"$treeSwaySpeedHighWindMultiplier" "2"
"$treeSwayStrength" "10"
"$treeSwayScrumbleSpeed" "0.1"
"$treeSwayScrumbleStrength" "0.1"
"$treeSwayScrumbleFrequency" "0.1"
"$treeSwayFalloffExp" "1.5"
"$treeSwayScrumbleFalloffExp" "1.0"
"$treeSwaySpeedLerpStart" "3"
"$treeSwaySpeedLerpEnd" "6"
// ------------------------------------
// Other misc
// ------------------------------------
// Amount of screen space ambient occlusion to use (0..1 range)
"$ambientocclusion" "1"
// Halflambert - Illuminates further around the model to prevent it loosing definition with surrounding enviroment. NOTE: Conflicts with "$lightwarptexture".
"$halflambert" "1"
// Lightwarp texture (1D ramp texture for tinting scalar diffuse term) NOTE: Conflicts with "$halflambert".
"$lightwarptexture" "models/cra0kalo/slime/slime_illu"
// Ambient (Control drawing of non-ambient light) Debugging term for visualizing ambient data on its own
"$ambientonly" "0"
// Flashlight pass sets N.L=1.0
"$flashlightnolambert" "0"
// Alpha test reference -controls the 'fuzziness' of the transparency masking Using lower values like .01 will result in a more blurred and fuzzy edge
//Using lower values like .01 will result in a more blurred and fuzzy edge while a value of .99 will be extremely sharp.
"$alphatestreference" "0.0"
// Use the base alpha to blend in the $color modulation
"$blendtintbybasealpha" "0"
// Use the base alpha to desaturate the base texture. Set to non-zero to enable, value gets multiplied into the alpha channel before desaturating
"$desaturatewithbasealpha" "0.0"
// Allow per-instance color modulation
"$allowdiffusemodulation" "1"
// Fence render hack (CSGO) (enables render of CSM properly through fences)
"$allowfencerenderstatehack" "0" //boolean
// Force no CSM lookup/filter (CSGO) disable CSM lookup/filtering, useful on dense foliage
"$disablecsmlookup" "0" //boolean
// Model options
"$model" 1
"$nocull" 1
"$nodecal" 1
"$nolod" 1 //Does what it says disables level of detail minmaps
"$translucent" 1 //Enables translucency (varying opacity levels). Will use the alpha channel of the base texture as the mask. NOTE: Conflicts with "$selfillum". Can cause Z-Sorting issues.
"$alphatest" 1 //Enables cheap boolean Alpha Test transparency. Will use the alpha channel of the base texture as the mask.
// ------------------------------
// End of commands
}
< Download the sheet from here >
{Vertexlitgeneric.vmt}