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 Note:Phong shading for
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.
. 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 Phong shading won't show up at all, except in
Note:All parameters in the following example must be specified in the material, otherwise Phong shading won't show up at all, except in  .
.
		
	
| Deprecated (talk | contribs)  (Added shader information, revamped for MatParam changes) | m (Marked $phongexponenttexture as 2013MP only) | ||
| Line 36: | Line 36: | ||
| :* '''Blue channel:''' Nothing. | :* '''Blue channel:''' Nothing. | ||
| :* '''Alpha channel:''' {{ent|$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>$phongexponent</code> instead.}}|only={{src13}}MP|shaders=VertexLitGeneric}} | ||
| {{MatParam|$phongexponentfactor|int|Multiply the exponent texture by this amount.|only={{src13}}MP|shaders=VertexLitGeneric}} | {{MatParam|$phongexponentfactor|int|Multiply the exponent texture by this amount.|only={{src13}}MP|shaders=VertexLitGeneric}} | ||
| {{MatParam|$invertphongmask|bool|Invert the value of the phong mask. {{todo|What types of mask does this work on?}}|since={{src07}}|shaders=VertexLitGeneric}} | {{MatParam|$invertphongmask|bool|Invert the value of the phong mask. {{todo|What types of mask does this work on?}}|since={{src07}}|shaders=VertexLitGeneric}} | ||
Revision as of 01:16, 14 May 2020
Template:Shaderparam It provides diffuse reflections, masked by a texture to control its intensity per-texel. For a full explanation, see Phong materials.
 Note:Phong shading for
Note:Phong shading for LightmappedGeneric and WorldVertexTransition is only available in  . 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.
. 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.Syntax
$phong <bool>
 Note:All parameters in the following example must be specified in the material, otherwise Phong shading won't show up at all, except in
Note:All parameters in the following example must be specified in the material, otherwise Phong shading won't show up at all, except in  .
.- 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
$phongexponentfactor
$invertphongmask
$forcephong
$diffuseexp
$shinyblood
$shinybloodexponent
Brightness
$phongboost
$phongfresnelranges
$phongdisablehalflambert
Colors
$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

