$fresnelrangestexture: Difference between revisions

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(added category. why is this page not in english?)
(Rough translation of Chinese version)
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<big>fresnelrangestexture 是由几张 1d贴图合并而来的2d 贴图来控制 blinn-phong 高光(specular)与背光(rimlight)的菲涅尔效应(Fresnel term)</big>
{{otherlang2
| zh-cn = $fresnelrangestexture:zh-cn
}}


<big>fresnelrangestexture is a 2d texture merged from several 1d textures to control the Fresnel term of blinn-phong specular and rimlight</big>


* 该贴图的V坐标对应WarpIndex,如果存在$masks1的alpha通道,则可以通过alpha控制WarpIndex来选取不同的菲涅尔映射


* 该贴图的U坐标对应对Fresnel数值的映射关系(Fresnel的强度对应U的坐标数值
* 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






''当存在 $fresnelrangestexture 时 $phongfresnelranges 无效''


''菲涅尔(Fresnel)会强制使用 归一化的 VdotN 作为恒定的采样值以映射fresnelrangestexture''
''When $fresnelrangestexture exists, $phongfresnelranges is invalid''


''Fresnel will force the use of normalized VdotN as a constant sampling value to map fresnelrangestexture''


<big>fresnelrangestexture由rgb三个通道构成</big>
 
# 通道R:无作用
<big>fresnelrangestexture consists of three channels of rgb</big>
# 通道G:采样后,重新映射VdotN,获得最终blinn-phong 高光(specular)的Fresnel遮罩
# Channel R: No effect
# 通道B:采样后,与$masks1的RimMask(R通道)相乘获得 AmbientReflection(与环境相关的rimlight)的 Fresnel遮罩
# 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)


[[Category:List of Shader Parameters|S]]
[[Category:List of Shader Parameters|S]]

Revision as of 17:50, 21 March 2021

Template:Otherlang2

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

  1. Channel R: No effect
  2. Channel G: After sampling, remap VdotN to obtain the final blinn-phong specular Fresnel mask
  3. 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)