Env projectedtexture

It projects a texture as a dynamic light that affects all objects in the world, optionally with Shadow Mapping. env_Projectedtexture does not light the world similarly that other light entities which are ray-traced when you compile the map. This light however is real-time and works without RAD.
 
 
==Flags==
All lights always update in .
==Keyvalues==
==Inputs==
:
 
:
::
==Caveats and Fixes==
Issue/Caveat 	Affected games 	Fix/Workarounds 	Notes
The Volumetrics option in is temporarily broken due to a missing shader 	 	N/A 	
Valve's games only support one shadow map in the PVS at a time (including player flashlight). 	Official games/stock code	It is possible to modify/remove this limit in game code by following these instructions.
If mapping for a multiplayer game without game code access where is available and permitted, the cvar can be forcibly set to to disable to the player flashlight and from interfering with .	The following games/branches have exceptions to this:
*: 9 (Can be increased with )
*: 8
*: 4 (Can be increased with )
*: 8
Textures used for projected textures require the flags Clamp S, Clamp T and Clamp All to avoid glitchy tiling. Also note, that VTFs are used directly and no VMT is needed. 	All games 	N/A 	N/A
Shadows are only rendered when the user is running with "High" shadow detail. 	All games except and . 	If your options menu does not show the "High" shadow detail setting by default (especially all Intel graphics card), add to the game's launch options	
* dynamic shadows from Projected Textures work on "Low" settings
In multiplayer, must be set to 1 for flashlights to work 	All multiplayer games 	N/A 	By default these ConVars are disabled in Team Fortress 2, so this entity won't work there without special configuration
Viewmodels won't receive light or shadows from projected textures 	All games except and 	env_projectedtexture/fixes#Enabling shadow receiving on the view model 	
Some Nvidia graphics cards (especially with latest drivers and/or all newer cards since around mid-late 2010s) render big/small white specks, squares or noises (and sometimes it's also flickering) on certain textures 	and , possibly all games. 	Remove the bumpmap ( or ) or textures), or use (to disable Bumpmapping), or run the game in Vulkan ( launch option). 	Video of said bug.Also in GMOD (click to preview):
While running in DirectX 9 mode, some graphics cards will not render shadows from regardless of the shadow detail setting, and as a result will render the texture through brushes and props instead of properly stopping them	 	Run the game in Vulkan mode with the launch parameter 	Also affects all DX9 based mods, fixed in and
Parenting does not work with stock SDK code 	 	Env_projectedtexture/fixes#Fixing Parenting 	N/A
No smooth transition between this light and 	 	N/A 	N/A
input is disabled in some branches 	and 	N/A 	Fixed in
The light will cause multiple layered to show through each other 	 	N/A 	N/A
Source 2007/2009 Bugs 	Source 2007/2009 Bugs 	Source 2007/2009 Bugs 	Source 2007/2009 Bugs
 	 	 	
The configurable texture value from Hammer is not accepted - will always default to 	, , , 	Use the input or override the actual contents of the default VTF with a new one.
Env_projectedtexture/fixes#Fix_configurable_texture_value_in_Hammer 	N/A
This entity cannot target another entity 	, , 	env_projectedtexture/fixes#Fixing targeting 	N/A
Models will not receive their own shadows correctly 	, , 	Create a bumpmap for the texture.Even a flat bumpmap is sufficient, such as . 	N/A
This entity will cause issues if the entity overlaps a portal in 	 	N/A 	
==See also==
* Volumetric lighting
* Lighting
* Adding Light
* Intermediate Lighting
* Advanced Lighting
* Effect flags (dynamic light effects)
* Tool textures (for Block light)
* 
* 
* 
* 
* 
* BlackMesa XenEngine: Part 4 – Lighting & Shadows (page from Black Mesa developer about new lights)
Category:Lighting