$phong: Difference between revisions
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Note:Phong shading for
. It requires the material to be lit by a env_cascade_light entity to work properly, and uses the dynamic shadows generated by it as a mask on top of the traditional phong masking.
Note:All parameters in the following example must be specified in the material, otherwise the phong shader won't show up at all, except in
.
Deprecated (talk | contribs) (Added that $basemapalphaphongmask, $invertphongmask, $phongtint, and $phongalbedotint were introduced in EP2, rewrote $invertphongmask and $forcephong, added mat_phong console command) |
m (Added $phongdisablehalflambert is also in Mapbase) |
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{{MatParam|$phongboost|float|Phong brightness factor. Larger values create a more intense highlight, useful for surfaces like metal and glass.}} | {{MatParam|$phongboost|float|Phong brightness factor. Larger values create a more intense highlight, useful for surfaces like metal and glass.}} | ||
{{MatParam|$phongfresnelranges|matrix|See [[Phong materials#Phong Fresnel ranges|Phong Fresnel ranges]]. Default is <code>"[0 0.5 1]"</code>.}} | {{MatParam|$phongfresnelranges|matrix|See [[Phong materials#Phong Fresnel ranges|Phong Fresnel ranges]]. Default is <code>"[0 0.5 1]"</code>.}} | ||
{{MatParam|$phongdisablehalflambert|bool|Disables forced [[$halflambert|half-lambertian]] shading on Phong materials.|since=AS}} | {{MatParam|$phongdisablehalflambert|bool|Disables forced [[$halflambert|half-lambertian]] shading on Phong materials.|since=AS|also=Mapbase}} | ||
{{MatParam|$ambientocclusiontexture|texture|A "dirtmap". Mentioned in the SDK samples and seen in the VMT for Alyx's face. [[$ambientocclusion|Ambient Occlusion]] is generally used for the eyes and face. {{Todo|Does this actually do anything?}}}} | {{MatParam|$ambientocclusiontexture|texture|A "dirtmap". Mentioned in the SDK samples and seen in the VMT for Alyx's face. [[$ambientocclusion|Ambient Occlusion]] is generally used for the eyes and face. {{Todo|Does this actually do anything?}}}} | ||
Revision as of 12:39, 8 December 2019
Template:Shaderparam It provides diffuse reflections, masked by a texture to control its intensity per-texel. For a full explanation, see Phong materials.

LightmappedGeneric
and WorldVertexTransition
is only available in 
Syntax
$phong <bool>


- Todo: Other games that don't require all phong parameters present (likely Portal 2 and up)
VertexLitGeneric
{
$phong 1
$bumpmap [texture]
$phongexponent 5 // either/or
$phongexponenttexture [texture] // either/or
$phongboost 1.0
$phongfresnelranges "[0 0.5 1]"
}
Parameters
Masking
$bumpmap
$basemapalphaphongmask
$basemapluminancephongmask
$phongexponent
$phongexponenttexture
$invertphongmask
$phongexponentfactor
$forcephong
$shinyblood
$shinybloodexponent
$diffuseexp
Brightness
$phongboost
$phongfresnelranges
$phongdisablehalflambert
$ambientocclusiontexture
Colours
$phongalbedotint
$phongalbedoboost
Brush Shader Parameters
$phongmaskcontrastbrightness
$phongamount
$phongbasetint
Console Commands
- mat_phong <boolean >
- Disable or enable phong shading. Default 1.
See also
- Phong materials
- $envmap (environment map)
- $lightwarptexture
- $rimlight