$phong: Difference between revisions

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m (Oversight fixup)
(Phong does bump accordingly diffuse bump and under some cveats. Add more details for $diffuseexp. $phongalbedoboost bug links to $detail page)
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* Using [[Glowing_Textures#.24selfillum|$selfillumfresnel]] '''with''' {{ent|$normalmapalphaenvmapmask}} will multiply the {{ent|$envmap}} by <code>0.0f</code>. Effectively disabling the effect!
* 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|$normalmapalphaenvmapmask}} is also used.
* When '''not''' using [[Glowing_Textures#.24selfillum|$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>$basemapluminancephongmask</code> will override it.
* '''If''' {{ent|$normalmapalphaenvmapmask}} is used, the {{ent|$bumpmap}}'s alpha channel will be used for Phong masking. Using either <code>$basemapalphaphongmask</code> or <code>$basemapluminancephongmask</code> will override it.
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<br>
{{MatParam|$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|Phong requires 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.
{{MatParam|$basemapalphaphongmask|bool|Use {{ent|$basetexture}}'s [[alpha channel]] as the Phong mask instead of <code>$bumpmap</code>'s [[alpha channel]].
{{warning|Using this with {{ent|$normalmapalphaenvmapmask}} will override the mask used for {{ent|$envmap}} to be the contents of the {{ent|$basetexture}}'s alpha channel!}} |since={{src07}}|shaders=VertexLitGeneric}}
{{warning|Using this with {{ent|$normalmapalphaenvmapmask}} will override the mask used for {{ent|$envmap}} to be the contents of the {{ent|$basetexture}}'s alpha channel!}}
{{warning|{{gmod|4}} Using this with {{ent|$normalmapalphaenvmapmask}} and {{ent|$envmap}} renders in {{ent|$envmap}} and '''<code>$phong</code>''' be masked by both '''<code>$basemapalphaphongmask</code>''' alpha channel and {{ent|$normalmapalphaenvmapmask}} alpha channel.}} |since={{src07}}|shaders=VertexLitGeneric}}
{{MatParam|$basemapluminancephongmask|bool|Mask phong intensity based on the brightness of the <code>$basetexture</code>.
{{MatParam|$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''' {{ent|$normalmapalphaenvmapmask}} is used.}}
{{bug|Basetexture Luminance will replace the mask used for {{ent|$envmap}}, '''if''' {{ent|$normalmapalphaenvmapmask}} is used.}}
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:* '''Green channel:''' Albedo tint mask (only if <code>$phongalbedotint 1</code>, 0-255, where a value of 0 is no tint, 255 full tint.)
:* '''Green channel:''' Albedo tint mask (only if <code>$phongalbedotint 1</code>, 0-255, where a value of 0 is no tint, 255 full tint.)
:* '''Blue channel:''' Nothing.
:* '''Blue channel:''' Nothing.
:* '''Alpha channel:''' {{ent|$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 from the <code>$phongexponenttexture</code> by this amount. {{tip| The default value of this parameter is <code>"0.0"</code>. However, a more reasonable default value would be <code>"149.0"</code>}}|only={{src13mp}}{{tf2}}|shaders=VertexLitGeneric}}
{{MatParam|$phongexponentfactor|float|Multiply the exponent from the <code>$phongexponenttexture</code> by this amount. {{tip| The default value of this parameter is <code>"0.0"</code>. However, a more reasonable default value would be <code>"149.0"</code>}}|only={{src13mp}}{{tf2}}|shaders=VertexLitGeneric}}
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|since={{src07}}|shaders=VertexLitGeneric}}
|since={{src07}}|shaders=VertexLitGeneric}}
{{MatParam|$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|$diffuseexp|float|Diffuse exponent used for dynamic lights only.
{{MatParam|$shinyblood|int|Derive phong mask from areas that are more red than others. Only when variation is disabled.|only={{L4ds}}}}
{{note|have this with {{ent|$halflambert}} greatly decrease it effect.}}|only={{L4ds}}|shaders=VertexLitGeneric, Infected}}
{{MatParam|$shinybloodexponent|int|Exponent for the above.|only={{L4ds}}}}
{{MatParam|$shinyblood|int|Derive phong mask from areas that are more red than others. Only when variation is disabled.|only={{L4ds}}|shaders=VertexLitGeneric, Infected}}
{{MatParam|$shinybloodexponent|int|Exponent for the above.|only={{L4ds}}|shaders=VertexLitGeneric, Infected}}


=== Brightness ===
=== Brightness ===
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: {{Warning|<code>$phongalbedotint</code> cannot be used with <code>$phongtint</code>. The later will disable the effect.}}
: {{Warning|<code>$phongalbedotint</code> cannot be used with <code>$phongtint</code>. The later will disable the effect.}}
: {{Note|<code>$phongalbedotint</code> works by multiplying the <code>$basetexture</code> over the reflection, without darkening the albedo. The reflection will get dimmer as a result, so account for this in the phong mask or with <code>$phongboost</code>.}}
: {{Note|<code>$phongalbedotint</code> works by multiplying the <code>$basetexture</code> over the reflection, without darkening the albedo. The reflection will get dimmer as a result, so account for this in the phong mask or with <code>$phongboost</code>.}}
: {{Note|<code>$phongalbedotint</code> will tint highlights by the original color of the <code>$basetexture</code> even when the material is tinted by <code>$color2</code> or <code>rendercolor.</code>}}|since={{src07}}|shaders=VertexLitGeneric}}
: {{Note|<code>$phongalbedotint</code> will tint highlights by the original color of the <code>$basetexture</code> even when the material is tinted by <code>$color2</code> or <code>rendercolor.</code>}}
: {{note| Also tints {{ent|$rimlight}}}}|since={{src07}}|shaders=VertexLitGeneric}}
{{MatParam|$phongalbedoboost|float|Phong albedo overbrightening factor. Ranges 0-255.
{{MatParam|$phongalbedoboost|float|Phong albedo overbrightening factor. Ranges 0-255.
: {{note| This will multiply the tint that is being applied to phong from $phongalbedotint.}}
: {{note| This will multiply the tint that is being applied to phong from $phongalbedotint.}}
: {{bug| This does not work when using <code>$detail</code>. }}|since={{csgo}}|shaders=VertexLitGeneric}}
: {{bug| This does not work when using [[$detail]]. }}|since={{csgo}}|shaders=VertexLitGeneric}}
[[File:Phongwarp example.png|thumb|200px|The Hunter without and with its <code>$phongwarptexture</code>, showing how it affects the Phong reflection.]]
[[File:Phongwarp example.png|thumb|200px|The Hunter without and with its <code>$phongwarptexture</code>, showing how it affects the Phong reflection.]]
{{MatParam|$phongtint|RGB matrix|Color tint of the phong reflection.
{{MatParam|$phongtint|RGB matrix|Color tint of the phong reflection.

Revision as of 22:24, 17 March 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

Warning.pngWarning:There are some caveats regarding $normalmapalphaenvmapmask and $selfillumfresnel when using $phong!


$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