Complete list of shader keywords¶
Note: You can append a :q3map
suffix to a shader name to make q3map2 use the shader but the engine ignore it.
Note: This list does not contain all possible shader keywords, but just those that q3map2 uses for anything. More keywords are likely to be supported by your engine. Check the documentation or the source code of your engine on this.
Inside shader stages¶
map
texture: loads a texture and displays it repeatingclampMap
texture: loads a texture and displays it non-repeatinganimMap
fps texture texture...: loads an animation and displays it repeatingclampAnimMap
fps texture texture...: loads an animation and displays it non-repeatingmapComp
texture: ???mapNoComp
texture: ???
In the shader preamble:¶
cull none
,cull disable
,cull twosided
: treat the surface as two sided for lightingdamageShader
shadername: sets the given shader as damage shader (for SoF2 mods)fogparms
...: marks the brush as a fog volume; otherwise handled by the engineimplicitBlend
: ???implicitMap
: ???implicitMask
: ???light
N: sets the default game flare shader as flare shaderpolygonoffset
: enable polygon offsetq3map_alphaGen
,q3map_alphaMod
: <set F|const F|scale F|dotProduct ( X Y Z )|dotProduct2 ( X Y Z )|dotProductScale ( X Y Z MIN MAX )|dotProduct2scale ( X Y Z MIN MAX )|volume>q3map_backShader
shadername: sets the given shader as shader for back facesq3map_backsplash
percent distance: configures light backsplash (self-surfacelight)q3map_baseShader
shadername: inherit parameters from a shaderq3map_bounce
F,q3map_bounceScale
F: scales the intensity of radiosityq3map_clipmodel
: ???q3map_cloneShader
shadername: ???q3map_colorGen
,q3map_colorMod
,q3map_rgbGen
,q3map_rgbMod
: <set ( R G B )|const ( R G B )|scale ( F F F )|dotProduct ( X Y Z )|dotProduct2 ( X Y Z )|dotProductScale ( X Y Z MIN MAX )|dotProduct2scale ( X Y Z MIN MAX )|volume>q3map_deprecateShader
shadername: ???q3map_flare
shadername,q3map_flareShader
shadername: sets the given shader as flare shaderq3map_floodLight
r g b dist intensity power: overrides the global floodlight parametersq3map_fogDir
( x y z ): sets the direction a fog shader fades from transparent to opaqueq3map_foliage
path scale density odds invertalpha: ???q3map_forceMeta
: forces brush faces and/or triangle models to go through the metasurface pipelineq3map_forceSunlight
: ???q3map_fur
layers offset fade: ???q3map_globaltexture
: ???q3map_indexed
: ???q3map_invert
: inverts the direction from which the face is visibleq3map_lightImage
texture: sets the image to take the light color fromq3map_lightRGB
r g b: overrides the light color of the textureq3map_lightStyle
N: sets the light style (SoF2, JK2)q3map_lightSubdivide
N: subdivision interval forq3map_surfacelight
q3map_lightmapAxis
axis: sets the lightmap axis to one ofx
,y
,z
(useful for terrain)q3map_lightmapBrightness
F,q3map_lightmapGamma
F: overrides lightmap brightnessq3map_lightmapFilterRadius
self other: ???q3map_lightmapMergable
: allows merging the lightmap with other surfaces on another planeq3map_lightmapSampleOffset
F: light sampling point offset off the surfaceq3map_lightmapSampleSize
N: overrides samplesizeq3map_lightmapSize
N: overrides the lightmap size (forces an external lightmap for this surface)q3map_material
materialname: ???q3map_noDirty
: don't apply-dirty
on this surfaceq3map_noFast
: disable-fast
style lighting for this surfaceq3map_noVertexLight
: turns off vertex lighting for this surfaceq3map_noVertexShadows
: ???q3map_noclip
: do not clip the surface by the BSP treeq3map_nofog
: ???q3map_nonplanar
: marks the surface as nonplanar for meta surface mergingq3map_normalImage
texture: sets the normal map for bump mappingq3map_notjunc
: do not do t-junction eliminationq3map_offset
F: ???q3map_onlyVertexLighting
: same as usingsurfaceparm pointlight
q3map_patchShadows
: force shadowing from patches using this shaderq3map_remapShader
shadername: ???q3map_shadeAngle
F: sets the shading angle for nonplanar surfacesq3map_skyLight
value iterations: sets the amount of sky light from this surfaceq3map_splotchfix
: ???q3map_styleMarker2
: ???q3map_styleMarker
: ???q3map_sunext
r g b intensity degrees elevation deviance samples: sets an unsharp sun for the mapq3map_sun
r g b intensity degrees elevation,sun
r g b intensity degrees elevation: sets a sharp sun for the mapq3map_surfacelight
F: sets the amount of surface light from this surfaceq3map_surfacemodel
path density minscale maxscale minangle maxangle oriented: randomly place models on the surfaceq3map_tcGen ivector
( sx sy sz ) ( tx ty tz ): same asq3map_tcGen vector
but with inverted valuesq3map_tcGen vector
( sx sy sz ) ( tx ty tz ): overrides texcoords based on world coordinates (for terrain)q3map_tcMod rotate
a: rotates the textureq3map_tcMod scale
s t: multiplies texcoords by factorsq3map_tcMod translate
s t: translates texcoords by a vectorq3map_terrain
: ???q3map_textureSize
width height: overrides the texture size for texcoordsq3map_vertexScale
F: scales vertex lighting amount by a factorq3map_vertexShadows
: ???qer_editorImage
texture: sets the texture to show for radiantskyparms
outerimage cloudheight innerimage: loads a skyboxsurfaceparm
alphashadow: use the alpha channel of the shader image as shadow masksurfaceparm
antiportal: creates opaque autoexpanding portalsurfaceparm
areaportal: ???surfaceparm
botclip: ???surfaceparm
clusterportal: ???surfaceparm
detail: ignore this surface for vissurfaceparm
donotenter: ???surfaceparm
fog: ???surfaceparm
hint: use this surface as a hint to generate BSP splitssurfaceparm
lava: Stef hates this brushsurfaceparm
lightfilter: use the color channel of the shader image as shadow masksurfaceparm
lightgrid: limit map lightgrid to bounds of brushes with this shadersurfaceparm
monsterclip: monsters can't go through this brush, but shots cansurfaceparm
nodraw: do not generate draw surfacessurfaceparm
nodrop: items can't be dropped on this brushsurfaceparm
nolightmap,surfaceparm
pointlight: do not lightmap this surfacesurfaceparm
nomarks: this surface is stain freesurfaceparm
nonsolid: do not make this surface solidsurfaceparm
origin: the center of this brush shall be the origin of this brush modelsurfaceparm
playerclip: players can't go through this brush, but shots cansurfaceparm
skip: for unused faces of hint, antiportal brushessurfaceparm
sky: this surface shows the skyboxsurfaceparm
slime: this brush contains more poisonous stuff than dihydrogene monoxidesurfaceparm
structural: use this surface for vissurfaceparm
trans: cast no shadowssurfaceparm
trigger: this is a trigger brush (translucent and solid)surfaceparm
water: this brush contains dihydrogene monoxidetessSize
F,q3map_tessSize
F: subdivides the polygons to ensure no parts are larger than the given size