$phong: Difference between revisions

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m (additional information for $phongexponentfactor)
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

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Phong shading provides Alyx's skin, hairband and lip highlights.

Template:Shaderparam It provides diffuse reflections, masked by a texture to control its intensity per-texel. For a full explanation, see Phong materials.

Note.pngNote:Phong shading for LightmappedGeneric and WorldVertexTransition is only available in CS:GO engine branch 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.pngNote:Phong shading for LightmappedGeneric is also available in Mapbase Mapbase, but it is implemented differently.

Syntax

$phong <bool>
Note.pngNote:All parameters in the following example must be specified in the material, otherwise Phong shading won't show up at all, except in Insurgency Insurgency.
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

The Hunter without and with its $phongwarptexture, showing how it affects the Phong reflection.

$phongtint

Breakdown of the $phongwarptexture: computed coordinates, texture and result

$phongwarptexture

Brush phong in Counter-Strike: Global Offensive 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 CS:GO engine branch)

$phongmaskcontrastbrightness $phongamount $phongbasetint

Console Commands

mat_phong <booleanRedirectInput/boolean>
Disable or enable phong shading. Default 1.

See Also