$fresnelrangestexture: Difference between revisions

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(Rough translation of Chinese version)
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{{otherlang2
{{lang|$fresnelrangestexture}}
| 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>
'''<code>$fresnelrangestexture</code>''' is a 2d texture merged from several 1d textures to control the Fresnel term of blinn-[[phong]] specular and [[$rimlight]].




* The V coordinate of the texture corresponds to WarpIndex. If there is an alpha channel of $masks1, you can control WarpIndex through alpha to select different Fresnel mappings
* The V coordinate of the texture corresponds to [[$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
* 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''




<big>fresnelrangestexture consists of three channels of rgb</big>
<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:List of Shader Parameters|S]]
[[Category:List of Shader Parameters|F]]

Revision as of 15:46, 7 February 2022

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$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)