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{{this is a|shader parameter|name=$phong|since=Source 2006|shader=VertexLitGeneric}} | {{todo|Arreglar plantilla para corregir el texto en esta página.}} | ||
{{this is a|shader parameter|name=$phong|since=Source 2006|shader=VertexLitGeneric}} | |||
[[File:Alyx phong closeup.jpg|thumb|200px|Sombreado phong en la piel, el pelo y los labios de Alyx.]] | [[File:Alyx phong closeup.jpg|thumb|200px|Sombreado phong en la piel, el pelo y los labios de Alyx.]] | ||
También está disponible en sombreado {{shader Name|LightmappedGeneric}} y {{Shader Name|WorldVertexTransition}} en todos los juegos desde {{csgo|4}}. proporcionando [https://es.wikipedia.org/wiki/Reflexi%C3%B3n_difusa reflexión difusa] a baja intensidad y [https://es.wikipedia.org/wiki/Resaltado_especular resaltado especular], enmascarados con una textura que controla su intensidad mediante téxeles. Para una explicación completa, véase {{L|Phong materials|materiales phong}}. | También está disponible en sombreado {{shader Name|LightmappedGeneric}} y {{Shader Name|WorldVertexTransition}} en todos los juegos desde {{csgo|4}}. proporcionando [https://es.wikipedia.org/wiki/Reflexi%C3%B3n_difusa reflexión difusa] a baja intensidad y [https://es.wikipedia.org/wiki/Resaltado_especular resaltado especular], enmascarados con una textura que controla su intensidad mediante téxeles. Para una explicación completa, véase {{L|Phong materials|materiales phong}}. | ||
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* '''If''' {{ent|$normalmapalphaenvmapmask}} is used, the {{ent|$bumpmap}}'s alpha channel will be used for Phong masking. Using either <code>$basemapalphaphongmask</code> or <code>$basemapluminancephongmask</code> will override it. | * '''If''' {{ent|$normalmapalphaenvmapmask}} is used, the {{ent|$bumpmap}}'s alpha channel will be used for Phong masking. Using either <code>$basemapalphaphongmask</code> or <code>$basemapluminancephongmask</code> will override it. | ||
<br> | <br> | ||
{{ | {{MatParamDef|$bumpmap|texture|Phong requires mask. The {{L|alpha channel}} of a {{L|$bumpmap|bump map}} acts as a Phong mask by default.}} | ||
{{ | {{MatParamDef|$basemapalphaphongmask|bool|Use {{ent|$basetexture}}'s {{L|alpha channel}} as the Phong mask instead of <code>$bumpmap</code>'s {{L|alpha channel}}. | ||
{{warning|Using this with {{ent|$normalmapalphaenvmapmask}} will override the mask used for {{ent|$envmap}} to be the contents of the {{ent|$basetexture}}'s alpha channel!}} | {{warning|Using this with {{ent|$normalmapalphaenvmapmask}} will override the mask used for {{ent|$envmap}} to be the contents of the {{ent|$basetexture}}'s alpha channel!}} | ||
{{warning|{{gmod|4}} Using this with {{ent|$normalmapalphaenvmapmask}} and {{ent|$envmap}} renders in {{ent|$envmap}} and '''<code>$phong</code>''' be masked by both '''<code>$basemapalphaphongmask</code>''' alpha channel and {{ent|$normalmapalphaenvmapmask}} alpha channel.}} |since={{src07}}|shaders=VertexLitGeneric}} | {{warning|{{gmod|4}} Using this with {{ent|$normalmapalphaenvmapmask}} and {{ent|$envmap}} renders in {{ent|$envmap}} and '''<code>$phong</code>''' be masked by both '''<code>$basemapalphaphongmask</code>''' alpha channel and {{ent|$normalmapalphaenvmapmask}} alpha channel.}} |since={{src07}}|shaders=VertexLitGeneric}} | ||
{{ | {{MatParamDef|$basemapluminancephongmask|bool|Mask phong intensity based on the brightness of the <code>$basetexture</code>. | ||
{{bug|Basetexture Luminance will replace the mask used for {{ent|$envmap}}, '''if''' {{ent|$normalmapalphaenvmapmask}} is used.}} | {{bug|Basetexture Luminance will replace the mask used for {{ent|$envmap}}, '''if''' {{ent|$normalmapalphaenvmapmask}} is used.}} | ||
{{bug|Doesn't work in {{gmod|4}}.}} | {{bug|Doesn't work in {{gmod|4}}.}} | ||
|not={{gmod}}|since={{l4d}}|shaders=VertexLitGeneric}} | |not={{gmod}}|since={{l4d}}|shaders=VertexLitGeneric}} | ||
{{ | {{MatParamDef|$phongexponent|and=$phongexponent2|int|A global [[Phong materials#Phong mask and exponent texture|exponent]] value. Overrides an exponent mask if present. | ||
: <code>$phongexponent2</code> is for <code>WorldVertexTransition</code>'s second material in {{csgobranch|4}}.}} | : <code>$phongexponent2</code> is for <code>WorldVertexTransition</code>'s second material in {{csgobranch|4}}.}} | ||
{{ | {{MatParamDef|$phongexponenttexture|texture|A per-texel exponent map. In an exponent map: | ||
:* '''Red channel:''' Exponent mask (size of highlight, 0-255, where a value of 0 is a large highlight, 255 small.) | :* '''Red channel:''' Exponent mask (size of highlight, 0-255, where a value of 0 is a large highlight, 255 small.) | ||
:* '''Green channel:''' Albedo tint mask (only if <code>$phongalbedotint 1</code>, 0-255, where a value of 0 is no tint, 255 full tint.) | :* '''Green channel:''' Albedo tint mask (only if <code>$phongalbedotint 1</code>, 0-255, where a value of 0 is no tint, 255 full tint.) | ||
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:* '''Alpha channel:''' {{ent|$rimlight}} mask (only if '''<code>$rimmask 1</code>'''.) | :* '''Alpha channel:''' {{ent|$rimlight}} mask (only if '''<code>$rimmask 1</code>'''.) | ||
:{{Note|<code>LightmappedGeneric</code> and <code>WorldVertexTransition</code> do not have support for <code>$phongexponenttexture</code>. You must use <code>$phongexponent</code> instead.}}|shaders=VertexLitGeneric}} | :{{Note|<code>LightmappedGeneric</code> and <code>WorldVertexTransition</code> do not have support for <code>$phongexponenttexture</code>. You must use <code>$phongexponent</code> instead.}}|shaders=VertexLitGeneric}} | ||
{{ | {{MatParamDef|$phongexponentfactor|float|Multiply the exponent from the <code>$phongexponenttexture</code> by this amount. {{tip| The default value of this parameter is <code>"0.0"</code>. However, a more reasonable default value would be <code>"149.0"</code>}}|only={{src13mp}}{{tf2}}|shaders=VertexLitGeneric}} | ||
{{ | {{MatParamDef|$invertphongmask|bool|Invert the value of the phong mask. | ||
{{bug|In {{as}}s and {{src13}}s Shadercode, using this parameter will invert the mask used for {{ent|$envmap}}, not the one used for <code>$phong</code>! }} | {{bug|In {{as}}s and {{src13}}s Shadercode, using this parameter will invert the mask used for {{ent|$envmap}}, not the one used for <code>$phong</code>! }} | ||
{{confirm| Is this the case for all branches?}} | {{confirm| Is this the case for all branches?}} | ||
|since={{src07}}|shaders=VertexLitGeneric}} | |since={{src07}}|shaders=VertexLitGeneric}} | ||
{{ | {{MatParamDef|$forcephong|bool|Force phong shading on phong-using materials even at low GPU levels when <code>mat_phong</code> is disabled.|since={{portal2}}|shaders=VertexLitGeneric}} | ||
{{ | {{MatParamDef|$diffuseexp|float|Diffuse exponent used for dynamic lights only. | ||
{{note|have this with {{ent|$halflambert}} greatly decrease it effect.}}|only={{L4ds}}|shaders=VertexLitGeneric, Infected}} | {{note|have this with {{ent|$halflambert}} greatly decrease it effect.}}|only={{L4ds}}|shaders=VertexLitGeneric, Infected}} | ||
{{ | {{MatParamDef|$shinyblood|int|Derive phong mask from areas that are more red than others. Only when variation is disabled.|only={{L4ds}}|shaders=VertexLitGeneric, Infected}} | ||
{{ | {{MatParamDef|$shinybloodexponent|int|Exponent for the above.|only={{L4ds}}|shaders=VertexLitGeneric, Infected}} | ||
=== Brillo === | === Brillo === | ||
{{ | {{MatParamDef|$phongboost|float|Phong brightness factor. Larger values create a more intense highlight, useful for surfaces like metal and glass.|shaders=VertexLitGeneric, LightmappedGeneric({{mapbase|only}})}} | ||
{{ | {{MatParamDef|$phongfresnelranges|matrix|See [[Phong materials#Phong Fresnel ranges|Phong Fresnel ranges]]. Default is <code>"[0 0.5 1]"</code>. | ||
:{{note|<code>$envmap</code> is also affected by these fresnel ranges if both it and Phong are enabled in a material.}} | :{{note|<code>$envmap</code> is also affected by these fresnel ranges if both it and Phong are enabled in a material.}} | ||
:{{note| drives the x component of a phongwarptexture if specified.}}|shaders=VertexLitGeneric, LightmappedGeneric({{mapbase|only}})}} | :{{note| drives the x component of a phongwarptexture if specified.}}|shaders=VertexLitGeneric, LightmappedGeneric({{mapbase|only}})}} | ||
{{ | {{MatParamDef|$phongdisablehalflambert|bool|Disables forced {{L|$halflambert|half-lambertian}} shading on Phong materials. {{note|This parameter is effectively forced on in {{csgobranch|4}} due to <code>$halflambert</code> being disabled.}}|since={{as}}|also={{gmod}},{{Mapbase}}|shaders=VertexLitGeneric}} | ||
=== Colores === | === Colores === | ||
{{ | {{MatParamDef|$phongalbedotint|bool|Tints the phong reflection by the color of the <code>$basetexture</code>. The amount of tint is defined by the green channel of <code>$phongexponenttexture</code>. A <code>$phongexponenttexture</code> must be specified in order for <code>$phongalbedotint</code> to work. | ||
: {{Warning|<code>$phongalbedotint</code> cannot be used with <code>$phongtint</code>. The later will disable the effect.}} | : {{Warning|<code>$phongalbedotint</code> cannot be used with <code>$phongtint</code>. The later will disable the effect.}} | ||
: {{Note|<code>$phongalbedotint</code> works by multiplying the <code>$basetexture</code> over the reflection, without darkening the albedo. The reflection will get dimmer as a result, so account for this in the phong mask or with <code>$phongboost</code>.}} | : {{Note|<code>$phongalbedotint</code> works by multiplying the <code>$basetexture</code> over the reflection, without darkening the albedo. The reflection will get dimmer as a result, so account for this in the phong mask or with <code>$phongboost</code>.}} | ||
: {{Note|<code>$phongalbedotint</code> will tint highlights by the original color of the <code>$basetexture</code> even when the material is tinted by <code>$color2</code> or <code>rendercolor.</code>}}|since={{src07}}|shaders=VertexLitGeneric}} | : {{Note|<code>$phongalbedotint</code> will tint highlights by the original color of the <code>$basetexture</code> even when the material is tinted by <code>$color2</code> or <code>rendercolor.</code>}}|since={{src07}}|shaders=VertexLitGeneric}} | ||
{{ | {{MatParamDef|$phongalbedoboost|float|Phong albedo overbrightening factor. Ranges 0-255. | ||
: {{note| This will multiply the tint that is being applied to phong from $phongalbedotint.}} | : {{note| This will multiply the tint that is being applied to phong from $phongalbedotint.}} | ||
: {{bug| This does not work when using {{L|$detail}}. }}|since={{csgo}}|also={{gmod}}|shaders=VertexLitGeneric}} | : {{bug| This does not work when using {{L|$detail}}. }}|since={{csgo}}|also={{gmod}}|shaders=VertexLitGeneric}} | ||
[[File:Phongwarp example.png|thumb|200px|The Hunter without and with its <code>$phongwarptexture</code>, showing how it affects the Phong reflection.]] | [[File:Phongwarp example.png|thumb|200px|The Hunter without and with its <code>$phongwarptexture</code>, showing how it affects the Phong reflection.]] | ||
{{ | {{MatParamDef|$phongtint|RGB matrix|Color tint of the phong reflection. | ||
: {{Warning|This will override <code>$phongalbedotint</code> if both are used.}} | : {{Warning|This will override <code>$phongalbedotint</code> if both are used.}} | ||
: {{note| Also tints {{ent|$rimlight}}}}|since={{src07}}|shaders=VertexLitGeneric}} | : {{note| Also tints {{ent|$rimlight}}}}|since={{src07}}|shaders=VertexLitGeneric}} | ||
[[File:Phongwarp_coordinate_guide.png|thumb|200px|Breakdown of the $phongwarptexture: computed coordinates, texture and result]] | [[File:Phongwarp_coordinate_guide.png|thumb|200px|Breakdown of the $phongwarptexture: computed coordinates, texture and result]] | ||
{{ | {{MatParamDef|$phongwarptexture|texture|Used to create an iridescence effect, as seen on Episode Two's {{L|npc_hunter|Hunters}}. | ||
: The highlight is multiplied with a texture. The coordinates of the sampled pixel are as follows: | : The highlight is multiplied with a texture. The coordinates of the sampled pixel are as follows: | ||
:x: 1 - (distance to the center of the highlight) | :x: 1 - (distance to the center of the highlight) | ||
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===Parámetros de sombreado de sólidos {{csgobranch|only}}{{also|{{gmod}}}}=== | ===Parámetros de sombreado de sólidos {{csgobranch|only}}{{also|{{gmod}}}}=== | ||
{{ | {{MatParamDef|$phongmaskcontrastbrightness|and=$phongmaskcontrastbrightness2|vector2|The first value controls the contrast level between light and dark areas in the mask, and the second value controls the overall brightness. | ||
: <code>$phongmaskcontrastbrightness2</code> is for <code>WorldVertexTransition</code>'s second material. | : <code>$phongmaskcontrastbrightness2</code> is for <code>WorldVertexTransition</code>'s second material. | ||
: {{todo|Find out the range of both values.}}|shaders=LightmappedGeneric, WorldVertexTransition}} | : {{todo|Find out the range of both values.}}|shaders=LightmappedGeneric, WorldVertexTransition}} | ||
{{ | {{MatParamDef|$phongamount|and=$phongamount2|vector4|The first 3 values control the color tint, and the fourth value controls the brightness. The fourth value can go beyond 1, but affects the brightness of the whole texture, not just the highlight. | ||
: <code>$phongamount2</code> is for <code>WorldVertexTransition</code>'s second material.|shaders=LightmappedGeneric, WorldVertexTransition}} | : <code>$phongamount2</code> is for <code>WorldVertexTransition</code>'s second material.|shaders=LightmappedGeneric, WorldVertexTransition}} | ||
{{ | {{MatParamDef|$phongbasetint|and=$phongbasetint2|float|Allows the <code>$basetexture</code> and/or <code>$basetexture2</code> to tint the color of the Phong highlight.|shaders=LightmappedGeneric, WorldVertexTransition}} | ||
== Comandos de consola == | == Comandos de consola == | ||
{{ | {{varcom|start}} | ||
{{varcom|mat_phong||bool|Desactiva o activa el sombreado phong. Por defecto 1.}} | |||
{{varcom|end}} | |||
== Véase también == | == Véase también == |
Latest revision as of 12:06, 23 August 2025
Pendiente: Arreglar plantilla para corregir el texto en esta página.
$phong
es un parámetro de un shader disponible en todos los juegos de Source desde
Source 2006.
También está disponible en sombreado
LightmappedGeneric
y
WorldVertexTransition
en todos los juegos desde Counter-Strike: Global Offensive. proporcionando reflexión difusa a baja intensidad y resaltado especular, enmascarados con una textura que controla su intensidad mediante téxeles. Para una explicación completa, véase materiales phong .

LightmappedGeneric
y WorldVertexTransition
solo está disponible en 


LightmappedGeneric
también está disponible en 
Sintaxis
$phong <bool >


- Pendiente: Otros juegos que no necesitan parámetros phong (como Portal 2 en adelante)
VertexLitGeneric
{
$phong 1
$bumpmap [texture]
$phongexponent 5 // either/or
$phongexponenttexture [texture] // either/or
$phongboost 1.0
$phongfresnelranges "[0 0.5 1]"
}
Parámetros
Enmascarado

- Using $selfillumfresnel without $normalmapalphaenvmapmask will mask the $envmap using the $basetexture's alpha channel.
- Using $selfillumfresnel with $normalmapalphaenvmapmask will multiply the $envmap by
0.0f
. Effectively disabling the effect! - When not using $selfillumfresnel. The mask used for $envmap will be the $basetexture's alpha channel unless $normalmapalphaenvmapmask is also used.
- If $normalmapalphaenvmapmask is used, the $bumpmap's alpha channel will be used for Phong masking. Using either
$basemapalphaphongmask
or$basemapluminancephongmask
will override it.
Phong requires mask. The alpha channel of a bump map acts as a Phong mask by default.
Shader(s): VertexLitGeneric
Use $basetexture's alpha channel as the Phong mask instead of
Aviso:Using this with $normalmapalphaenvmapmask will override the mask used for $envmap to be the contents of the $basetexture's alpha channel!
Aviso:
Garry's Mod Using this with $normalmapalphaenvmapmask and $envmap renders in $envmap and
$bumpmap
's alpha channel .



$phong
be masked by both $basemapalphaphongmask
alpha channel and $normalmapalphaenvmapmask alpha channel.
Shader(s): VertexLitGeneric
Mask phong intensity based on the brightness of the
Error:Basetexture Luminance will replace the mask used for $envmap, if $normalmapalphaenvmapmask is used. [todo tested in ?]
Error:Doesn't work in
Garry's Mod. [todo tested in ?]
$basetexture
.



A global exponent value. Overrides an exponent mask if present.
$phongexponent2
is forWorldVertexTransition
's second material inCS:GO rama de motor.
Shader(s): VertexLitGeneric
A per-texel exponent map. In an exponent map:
- Red channel: Exponent mask (size of highlight, 0-255, where a value of 0 is a large highlight, 255 small.)
- Green channel: Albedo tint mask (only if
$phongalbedotint 1
, 0-255, where a value of 0 is no tint, 255 full tint.) - Blue channel: Nothing.
- Alpha channel: $rimlight mask (only if
$rimmask 1
.)
Nota:
LightmappedGeneric
andWorldVertexTransition
do not have support for$phongexponenttexture
. You must use$phongexponent
instead.
Shader(s): VertexLitGeneric
Multiply the exponent from the
Consejo: The default value of this parameter is
$phongexponenttexture
by this amount. 
"0.0"
. However, a more reasonable default value would be "149.0"
Shader(s): VertexLitGeneric
Shader(s): VertexLitGeneric
Force phong shading on phong-using materials even at low GPU levels when
mat_phong
is disabled.
Shader(s): VertexLitGeneric, Infected
Diffuse exponent used for dynamic lights only.
Nota:have this with $halflambert greatly decrease it effect.

Shader(s): VertexLitGeneric, Infected
Derive phong mask from areas that are more red than others. Only when variation is disabled.
Shader(s): VertexLitGeneric, Infected
Exponent for the above.
Brillo
$phongboost <float >
Shader(s): VertexLitGeneric, LightmappedGeneric((only in 
Phong brightness factor. Larger values create a more intense highlight, useful for surfaces like metal and glass.
See Phong Fresnel ranges. Default is
"[0 0.5 1]"
.
Nota:
$envmap
is also affected by these fresnel ranges if both it and Phong are enabled in a material.Nota: drives the x component of a phongwarptexture if specified.
Shader(s): VertexLitGeneric
Disables forced half-lambertian shading on Phong materials.
Nota:This parameter is effectively forced on in
CS:GO rama de motor due to


$halflambert
being disabled.Colores
Shader(s): VertexLitGeneric
Tints the phong reflection by the color of the
$basetexture
. The amount of tint is defined by the green channel of $phongexponenttexture
. A $phongexponenttexture
must be specified in order for $phongalbedotint
to work.
Aviso:
$phongalbedotint
cannot be used with$phongtint
. The later will disable the effect.Nota:
$phongalbedotint
works by multiplying the$basetexture
over the reflection, without darkening the albedo. The reflection will get dimmer as a result, so account for this in the phong mask or with$phongboost
.Nota:
$phongalbedotint
will tint highlights by the original color of the$basetexture
even when the material is tinted by$color2
orrendercolor.
Shader(s): VertexLitGeneric
Shader(s): VertexLitGeneric
Color tint of the phong reflection.
Aviso:This will override
$phongalbedotint
if both are used.Nota: Also tints $rimlight
Shader(s): VertexLitGeneric
Used to create an iridescence effect, as seen on Episode Two's Hunters .
- The highlight is multiplied with a texture. The coordinates of the sampled pixel are as follows:
- x: 1 - (distance to the center of the highlight)
- y: 1 - (fresnel component as computed by Phong Fresnel ranges)
Nota:Disables the initial phongfresnelranges masking
Error:Does not work in
Left 4 Dead 2. [todo tested in ?]

Brush phong in
Counter-Strike: Global Offensive using tile/hr_t/inferno/tile_a. Note the complete absence of the reflection in the shaded area.

Parámetros de sombreado de sólidos (only in
)(también en
)
Shader(s): LightmappedGeneric, WorldVertexTransition
The first value controls the contrast level between light and dark areas in the mask, and the second value controls the overall brightness.
$phongmaskcontrastbrightness2
is forWorldVertexTransition
's second material.- Pendiente: Find out the range of both values.
Shader(s): LightmappedGeneric, WorldVertexTransition
The first 3 values control the color tint, and the fourth value controls the brightness. The fourth value can go beyond 1, but affects the brightness of the whole texture, not just the highlight.
$phongamount2
is forWorldVertexTransition
's second material.
Shader(s): LightmappedGeneric, WorldVertexTransition
Allows the
$basetexture
and/or $basetexture2
to tint the color of the Phong highlight.Comandos de consola
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
mat_phong | bool | Desactiva o activa el sombreado phong. Por defecto 1. |
Véase también
- Materiales phong
- $envmap (mapa del entorno)
- $lightwarptexture
- $rimlight
Enlaces externos
- $Phong en sólidos*: The Hacky Way: Una guía de TF2maps.net sobre cómo aplicar falsos $Phong en sólidos para juegos previos a CS:GO. También se puede usar para hacer phong falsos en objetos del mapa iluminados por vértice, sin reducir su calidad.
- SubstancePainter Sombreado phong complejo en motor Source