$phong

From Valve Developer Community

Phong shading provides Alyx's skin, hairband and lip highlights.
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Phong shading provides Alyx's skin, hairband and lip highlights.

The $phong VMT command provides diffuse reflections. For a full explanation, see Phong materials.

Image:note.png Note: Phong shading is only available with VertexLitGeneric.

VMT syntax

$phong <bool>

The Phong shader should use the default values for any configuration parameters that you omit from your material. However it appears that this doesn't happen. Therefore all of the below parameters are required, even if they stay on their default values.

VertexLitGeneric
{
	$phong			1

	$bumpmap		<texture>
	$phongexponent		5		// either/or
	$phongexponenttexture	<texture>	// either/or
	$phongboost		1.0
	$phongfresnelranges	"[0 0.5 1]"
}

Additional parameters

$bumpmap <texture>
The alpha channel of the material's bump map acts as a Phong mask. See $bumpmap.
$phongexponent <int>
$phongexponenttexture <texture>
See Phong mask and exponent texture. The texture value is overridden by the numeric value (if the latter is present).
$phongboost <int>
Phong overbrightening factor. The phong mask channel should be authored to account for this.
$phongfresnelranges <matrix>
See Phong Fresnel ranges. Default is "[0 0.5 1]".
$phongwarptexture <texture>
Used to create an iridescence effect on npc_hunters.
Image:Todo.png To do: Needs documentation.
$lightwarptexture <texture>
A 1-dimensional ramp texture for defining the sharpness of shadows. Used to create TF2's quasi-illustrated character lighting.
Image:Todo.png To do: Needs documentation.
$phongalbedotint <?>
Allow the albedo (i.e. $basetexture) to affect the colour tint of the Phong highlight? Possibly related to the green channel of the Phong exponent mask. Seen in some Day of Defeat: Source player model VMTs.
Image:Todo.png To do: Needs documentation.
$ambientocclusiontexture <texture>
A "dirtmap". Mentioned in the SDK samples and seen in the VMT for Alyx's face.
Image:Todo.png To do: Needs documentation.

See also