$fresnelrangestexture: Difference between revisions
		
		
		
		
		
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GamerDude27 (talk | contribs)  (Rough translation of Chinese version)  | 
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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   | * 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''  | |||
''When $fresnelrangestexture exists, [[$phongfresnelranges]] is invalid''  | |||
''Fresnel will force the use of normalized VdotN as a constant sampling value to map fresnelrangestexture''  | ''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 R: No effect  | ||
# Channel G: After sampling, remap VdotN to obtain the final blinn-phong specular Fresnel mask  | # 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)  | # 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:  | [[Category:Shader parameters|fresnelrangestexture]]  | ||
Latest revision as of 02:31, 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)