$fresnelrangestexture: Difference between revisions
		
		
		
		
		
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| MineClever (talk | contribs)  (Control Fresnel Term) | m (Nesciuse moved page $fresnelrangestexture/en to $fresnelrangestexture without leaving a redirect: Move en subpage to basepage) | ||
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| '''<code>$fresnelrangestexture</code>''' is a 2d texture merged from several 1d textures to control the Fresnel term of blinn-[[phong]] specular and [[$rimlight]]. | |||
| * The V coordinate of the texture corresponds to [[$warpindex]]. If there is an alpha channel of [[$masks1]], you can control $warpindex through alpha to select different Fresnel mappings. | |||
| * The U coordinate of the texture corresponds to the mapping relationship to the Fresnel value. The intensity of Fresnel corresponds to the coordinate value of U. | |||
| ''When $fresnelrangestexture exists, [[$phongfresnelranges]] is invalid'' | |||
| ''Fresnel will force the use of normalized VdotN as a constant sampling value to map fresnelrangestexture'' | |||
| <code>$fresnelrangestexture</code> consists of three channels of RGB: | |||
| # Channel R: No effect | |||
| # Channel G: After sampling, remap VdotN to obtain the final blinn-phong specular Fresnel mask | |||
| # Channel B: After sampling, multiply it with the RimMask (R channel) of $masks1 to obtain the Fresnel mask of AmbientReflection (rimlight related to the environment) | |||
| [[Category:Shader parameters|fresnelrangestexture]] | |||
Latest revision as of 03:31, 12 July 2024
$fresnelrangestexture is a 2d texture merged from several 1d textures to control the Fresnel term of blinn-phong specular and $rimlight.
- The V coordinate of the texture corresponds to $warpindex. If there is an alpha channel of $masks1, you can control $warpindex through alpha to select different Fresnel mappings.
- The U coordinate of the texture corresponds to the mapping relationship to the Fresnel value. The intensity of Fresnel corresponds to the coordinate value of U.
When $fresnelrangestexture exists, $phongfresnelranges is invalid
Fresnel will force the use of normalized VdotN as a constant sampling value to map fresnelrangestexture
$fresnelrangestexture consists of three channels of RGB:
- Channel R: No effect
- Channel G: After sampling, remap VdotN to obtain the final blinn-phong specular Fresnel mask
- Channel B: After sampling, multiply it with the RimMask (R channel) of $masks1 to obtain the Fresnel mask of AmbientReflection (rimlight related to the environment)

























