I`m making a map for CS:GO and everything was going fine until now. Watching on valve developer community i saw that the correct way to create sprites is the shader UlitGeneric, but when i test the map i`m getting "fullbright" sprites:

Notice how shadows from world and models doesn`t affect detail sprites.

Here is the .vmt
- Code: Select all
"vertexlitgeneric"
{
"$translucent" "1"
"$basetexture" "detail/vegetacion"
"$nocull" 1
}
Tired of trying things, i changed the shader to VertexlitGeneric and it looks fine when the sun is on my back.
Also dynamic shadows create some nice effects on sprites:

But when i directly look at the sprites in the direction of the sun they got darker, probably caused by real time shadows.

Here you can see how it looks rotating 90º the camera from the light direction:

Isn`t there a way to make the light pass trough the sprite for make it look similar in both ways?
Thanks in advice and sorry if i offended someone with my bad English
, i`m from Spain 





