$fresnelrangestexture: Difference between revisions
Jump to navigation
Jump to search
MineClever (talk | contribs) (Control Fresnel Term) |
m (Nesciuse moved page $fresnelrangestexture/en to $fresnelrangestexture without leaving a redirect: Move en subpage to basepage) |
||
(9 intermediate revisions by 7 users not shown) | |||
Line 1: | Line 1: | ||
{{LanguageBar}} | |||
'''<code>$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)