SurfaceGGX: Difference between revisions

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== Supported Parameters ==
== Supported Parameters ==
;{{MatParam|[[$basetexture]]||Diffuse texture.}}
{{MatParamDef|$basetexture|texture|text = Diffuse texture.}}
;{{MatParam|[[$bumpmap]]||Normal mapping. {{bug|Animated bump maps aren't possible as the shader lacks the <code>$bumpframe</code> parameter.}} }}
{{MatParamDef|$bumpmap|text=Normal mapping. {{bug|hidetested=1|Animated bump maps aren't possible as the shader lacks the <code>$bumpframe</code> parameter.}} }}
;{{MatParam|[[$color#Models|$color2]]||Color tinting.}}
{{MatParamDef|$color|text=Color tinting.}}
;{{MatParam|[[$detail]]||Detail texturing.}}
{{MatParamDef|$detail|text=Detail texturing.}}
;{{MatParam|[[$envmap]]||Specular reflections.}}
{{MatParamDef|$envmap|text=Specular reflections.}}
;{{MatParam|[[$alphatest]]||Alpha testing.}}
{{MatParamDef|$alphatest|text=Alpha testing.}}


=== Metalness Parameters ===
=== Metalness Parameters ===


;{{MatParam|$metal|bool|Enables use of the green channel of <code>$phongexponenttexture</code>.}}
{{MatParamDef|$metal|bool|Enables use of the green channel of <code>$phongexponenttexture</code>.}}
;{{MatParam|$phongexponenttexture|texture|Despite the name, this is a mask that defines the metalness of the material.}}
{{MatParamDef|$phongexponenttexture|texture|Despite the name, this is a mask that defines the metalness of the material.}}


=== Specular/Gloss Parameters ===
=== Specular/Gloss Parameters ===


;{{MatParam|$pbr|bool|Enables PBR reflections.}}
{{MatParamDef|$pbr|bool|text=Enables PBR reflections.}}
;{{MatParam|$masks|texture|A mask for specular and glossiness.  <code>$pbr</code> must be enabled to work.}}
{{MatParamDef|$masks|texture|text=A mask for specular and glossiness.  <code>$pbr</code> must be enabled to work.}}


=== Misc. Parameters ===
=== Misc. Parameters ===


;{{MatParam|$fuzz|bool|Enables a asperity/fuzz scattering pass on the material.}}
{{MatParamDef|$fuzz|bool|text=Enables a asperity/fuzz scattering pass on the material.}}
;{{MatParam|$fuzzmultiplier|float|Multiplier for the fuzz effect, default is 1.0.}}
{{MatParamDef|$fuzzmultiplier|float|text=Multiplier for the fuzz effect, default is 1.0.}}
;{{MatParam|$roughnessmultiplier|float|Multiplier for roughness.  {{TODO|More detail, what is roughness?}} }}
{{MatParamDef|$roughnessmultiplier|float|text=Multiplier for roughness.  {{TODO|More detail, what is roughness?}} }}
;{{MatParam|$subsurfacescattering|bool|Enables subsurface scattering on the material. {{TODO|More detail.}} }}
{{MatParamDef|$subsurfacescattering|bool|text=Enables subsurface scattering on the material. {{TODO|More detail.}} }}
;{{MatParam|$disableenvmap|bool|Enabling disables <code>$envmap</code> reflections.  The shader will use <code>$envmap</code> by default even if it isn't specified, unless this is enabled.}}
{{MatParamDef|$disableenvmap|bool|text=Enabling disables <code>$envmap</code> reflections.  The shader will use <code>$envmap</code> by default even if it isn't specified, unless this is enabled.}}


== Configuring the masks ==
== Configuring the masks ==
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<code>$pbr</code> must be enabled to make use of <code>$masks</code>.
<code>$pbr</code> must be enabled to make use of <code>$masks</code>.


== See Also ==
== See also ==
*{{ent|WorldGGX}}, similar shader used for brushes and displacements.
*{{ent|WorldGGX}}, similar shader used for brushes and displacements.

Latest revision as of 08:12, 24 August 2025

SurfaceGGX is a material shader available in the following Source engine games: Day of Infamy Day of Infamy , Insurgency Insurgency . It was first introduced in Day of Infamy and back ported to Insurgency. It supports PBR.

Icon-Bug.pngBug:This shader won't receive light properly from env_projectedtextures like the player's flashlight, instead making the material appear pure black. If the player is allowed to use a flashlight, the best case scenario is to only use this shader on props in lit up areas. This shader applied to weapon view models is safe from this however.  [todo tested in ?]

Supported Parameters

Diffuse texture.
$bumpmap <void>
Normal mapping.
Icon-Bug.pngBug:Animated bump maps aren't possible as the shader lacks the $bumpframe parameter.
$color <void>
Color tinting.
$detail <void>
Detail texturing.
$envmap <void>
Specular reflections.
$alphatest <void>
Alpha testing.

Metalness Parameters

Enables use of the green channel of $phongexponenttexture.
Despite the name, this is a mask that defines the metalness of the material.

Specular/Gloss Parameters

Enables PBR reflections.
A mask for specular and glossiness. $pbr must be enabled to work.

Misc. Parameters

Enables a asperity/fuzz scattering pass on the material.
Multiplier for the fuzz effect, default is 1.0.
Multiplier for roughness.
Todo: More detail, what is roughness?
Enables subsurface scattering on the material.
Todo: More detail.
Enabling disables $envmap reflections. The shader will use $envmap by default even if it isn't specified, unless this is enabled.

Configuring the masks

$phongexponenttexture

The RGB channels of $phongexponenttexture is configured as follows:

Channel Data
Red Glossiness (roughness inverted)
Green Metalness inverted
Blue Sub-surface scattering mask

$metal must be set to 1 in order to use the green channel.

Note.pngNote:$fuzz and $detailnormal use the inverse of the blue channel.

$masks

The RGB and alpha channels of $masks is configured as follows:

Channel Data
RGB Specular tint
Alpha Glossiness

$pbr must be enabled to make use of $masks.

See also

  • WorldGGX, similar shader used for brushes and displacements.