$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.
Warning:There are some caveats regarding $normalmapalphaenvmapmask and $selfillumfresnel when using $phong!
Brush Shader Parameters (only in
ShiroDkxtro2 (talk | contribs) m (Additional Information - $phongexponentfactor also a parameter in TF2) |
ShiroDkxtro2 (talk | contribs) (Additional Information - Caveats for $selfillumfresnel, $normalmapalphaenvmapmask, $basemapluminancephongmask, $basemapalphaphongmask and $invertphongmask) |
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} | } | ||
</syntaxhighlight> | </syntaxhighlight> | ||
== Parameters == | == Parameters == | ||
=== Masking === | === Masking === | ||
{{warning|There are some caveats regarding {{ent|$normalmapalphaenvmapmask}} and [[Glowing_Textures#.24selfillum|$selfillumfresnel]] when using {{ent|$phong}}!}} | |||
* Using [[Glowing_Textures#.24selfillum|$selfillumfresnel]] '''without''' {{ent|$normalmapalphaenvmapmask}} will mask the {{ent|$envmap}} using the {{ent|$basetexture}}'s alpha channel. | |||
* Using [[Glowing_Textures#.24selfillum|$selfillumfresnel]] '''with''' {{ent|$normalmapalphaenvmapmask}} will multiply the {{ent|$envmap}} by <code>0.0f</code>. Effectively disabling the effect! | |||
* When '''not''' using [[Glowing_Textures#.24selfillum|$selfillumfresnel]]. The mask used for {{ent|$envmap}} will be the {{ent|$basetexture}}'s alpha channel '''unless''' {{ent|$normalmapalphaenvmapmask}} is also used. | |||
'''If''' {{ent|$normalmapalphaenvmapmask}} is used, the {{ent|$bumpmap}}'s alpha channel will be used. Using either <code>$basemapalphaphongmask</code> or <code>$basemapluminancephongmask</code> will override it. | |||
<br> | |||
{{MatParam|$bumpmap|texture|There must be a Phong mask. The [[alpha channel]] of a [[$bumpmap|bump map]] acts as a Phong mask by default.}} | {{MatParam|$bumpmap|texture|There must be a Phong mask. The [[alpha channel]] of a [[$bumpmap|bump map]] acts as a Phong mask by default.}} | ||
{{MatParam|$basemapalphaphongmask|bool|Use {{ent|$basetexture}}'s [[alpha channel]] as the Phong mask instead of <code>$bumpmap</code>'s. The Phong will not be influenced by the bump map, however.|since={{src07}}|shaders=VertexLitGeneric}} | {{MatParam|$basemapalphaphongmask|bool|Use {{ent|$basetexture}}'s [[alpha channel]] as the Phong mask instead of <code>$bumpmap</code>'s. The Phong will not be influenced by the bump map, however. | ||
{{MatParam|$basemapluminancephongmask|bool|Mask phong intensity based on the brightness of the <code>$basetexture</code>.{{bug|Doesn't work in {{gmod|4}}.}}|not={{gmod}}|since={{l4d}}|shaders=VertexLitGeneric}} | {{warning|Using this with {{ent|$normalmapalphaenvmapmask}} will override the mask used for {{ent|$envmap}} to be the contents of the {{ent|$basetexture}}'s alpha channel!}} |since={{src07}}|shaders=VertexLitGeneric}} | ||
{{MatParam|$basemapluminancephongmask|bool|Mask phong intensity based on the brightness of the <code>$basetexture</code>. | |||
{{bug|Basetexture Luminance will replace the mask used for {{ent|$envmap}}, '''if''' [[Glowing_Textures#.24selfillum|$selfillumfresnel]] and {{ent|$normalmapalphaenvmapmask}} are also used.}} | |||
{{bug|Doesn't work in {{gmod|4}}.}} | |||
|not={{gmod}}|since={{l4d}}|shaders=VertexLitGeneric}} | |||
{{MatParam|$phongexponent|and=$phongexponent2|int|A global [[Phong materials#Phong mask and exponent texture|exponent]] value. Overrides an exponent mask if present. | {{MatParam|$phongexponent|and=$phongexponent2|int|A global [[Phong materials#Phong mask and exponent texture|exponent]] value. Overrides an exponent mask if present. | ||
: <code>$phongexponent2</code> is for <code>WorldVertexTransition</code>'s second material in {{csgobranch|4}}.}} | : <code>$phongexponent2</code> is for <code>WorldVertexTransition</code>'s second material in {{csgobranch|4}}.}} | ||
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:* '''Alpha channel:''' {{ent|$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 | {{MatParam|$phongexponentfactor|float|Multiply the exponent from the <code>$phongexponenttexture</code> by this amount. {{tip| 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|$invertphongmask|bool|Invert the value of the phong mask. {{ | {{MatParam|$invertphongmask|bool|Invert the value of the phong mask. | ||
{{bug|In {{as}}s and {{src13}}s Shadercode, using this parameter will invert the mask used for {{ent|$envmap}}, not the one used for <code>$phong</code>! }} | |||
{{confirm| Is this the case for all branches?}} | |||
|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}} | ||
{{MatParam|$diffuseexp|float|Diffuse exponent used for dynamic lights only.|only={{L4ds}}}} | {{MatParam|$diffuseexp|float|Diffuse exponent used for dynamic lights only.|only={{L4ds}}}} | ||
Revision as of 12:41, 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
- Using $selfillumfresnel without $normalmapalphaenvmapmask will mask the $envmap using the $basetexture's alpha channel.
- Using $selfillumfresnel with $normalmapalphaenvmapmask will multiply the $envmap by
0.0f. Effectively disabling the effect! - When not using $selfillumfresnel. The mask used for $envmap will be the $basetexture's alpha channel unless $normalmapalphaenvmapmask is also used.
If $normalmapalphaenvmapmask is used, the $bumpmap's alpha channel will be used. Using either $basemapalphaphongmask or $basemapluminancephongmask will override it.
$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.