"VertexLitGeneric" { // maps "$basetexture" "models\weapons\arccw\ua_m82\M82_B" // string -- main texture "$bumpmap" "models\weapons\arccw\ua_m82\M82_N" // string -- normal map texture (bump map for brushes) "$phongexponenttexture" "models\weapons\arccw\ua_m82\M82_E" // string -- phong exponent texture (contains info for other shaders) // map interp "$color2" "[.85 .85 .85]" // vector -- rgb tinting of the basetexture "$blendTintByBaseAlpha" "1" // bool -- uses base texture's alpha channel to mask color2's effect // phong (convar: mat_phong "bool") "$phong" "1" // bool -- phong enabler, have this on 1 if you have a central neural system "$phongboost" "1" // float -- phong intensity coefficient on top of normal map's alpha (aka phong mask) "$phongfresnelranges" "[0.2 .6 .3]" // vector -- phong fresnel ranges, default are [0 0.5 1] "$phongalbedotint" "1" // bool -- enables basetexture tinting of the phong's color but masks it with phongexponent's green channel "$phongtint" "[.17 .17 .17]" // rimlight (convar: mat_rimlight "bool") "$rimlight" "0" // bool -- rimlight enabler, doesn't have to be on, use if needed "$rimmask" "1" // bool -- rimlight masking through exponent's alpha channel (use alpha vtf format) "$rimlightboost" "1" // float -- rimlight intensity coefficient "$rimlightexponent" "1" // float -- rimlight exponent "$nocull" "1" // envmap (convar: mat_specular "bool") "$envmap" "env_cubemap" // string -- path to envmap or envmap entity name "$envmaptint" "[.001 .001 .001]" // vector -- rgb tinting of the envmap: all dimentions should be equal, ideally }