$phong: Difference between revisions
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Note:Phong shading for
CS:GO engine branch. It requires the material to be lit by the sunlight from 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:Phong shading for
Mapbase, but it is implemented differently.
Note:All parameters in the following example must be specified in the material, otherwise Phong shading won't show up at all, except in
Insurgency.
Brush Shader Parameters (only in
ShiroDkxtro2 (talk | contribs) m (additional information for $phongexponentfactor) |
ShiroDkxtro2 (talk | contribs) m (Additional Information - $phongexponentfactor also a parameter in TF2) |
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:* '''Alpha channel:''' {{ent|$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>$phongexponent</code> instead.}}|shaders=VertexLitGeneric}} | ||
{{MatParam|$phongexponentfactor|float|Multiply the exponent texture by this amount. {{note| 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}}|shaders=VertexLitGeneric}} | {{MatParam|$phongexponentfactor|float|Multiply the exponent texture by this amount. {{note| The default value of this parameter is <code>"0.0"<code>. However, a more reasonable default value would be <code>"149.0"<code>}}|only={{src13mp}}{{tf2}}|shaders=VertexLitGeneric}} | ||
{{MatParam|$invertphongmask|bool|Invert the value of the phong mask. {{todo|What types of mask does this work on?}}|since={{src07}}|shaders=VertexLitGeneric}} | {{MatParam|$invertphongmask|bool|Invert the value of the phong mask. {{todo|What types of mask does this work on?}}|since={{src07}}|shaders=VertexLitGeneric}} | ||
{{MatParam|$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}} | {{MatParam|$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}} |
Revision as of 12:03, 16 February 2023
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 

LightmappedGeneric
is also 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
$phongexponentfactor
$invertphongmask
$forcephong
$diffuseexp
$shinyblood
$shinybloodexponent
Brightness
$phongboost
$phongfresnelranges
$phongdisablehalflambert
Colors
$phongalbedotint
$phongalbedoboost

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.

Brush Shader Parameters (only in
)
$phongmaskcontrastbrightness
$phongamount
$phongbasetint
Console Commands
- mat_phong <boolean >
- Disable or enable phong shading. Default 1.