$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
(Phong does bump accordingly diffuse bump and under some cveats. Add more details for $diffuseexp. $phongalbedoboost bug links to $detail page) |
m (→Colors: fixing where placed notes about $rimlight tint) |
||
Line 71: | Line 71: | ||
: {{Warning|<code>$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> | : {{Note|<code>$phongalbedotint</code> will tint highlights by the original color of the <code>$basetexture</code> even when the material is tinted by <code>$color2</code> or <code>rendercolor.</code>}}|since={{src07}}|shaders=VertexLitGeneric}} | ||
{{MatParam|$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 $phongalbedotint.}} | ||
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[[File:Phongwarp example.png|thumb|200px|The Hunter without and with its <code>$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|$phongtint|RGB matrix|Color tint of the phong reflection. | ||
: {{Warning|This will override <code>$phongalbedotint</code> if both are used.}}|since={{src07}}|shaders=VertexLitGeneric}} | : {{Warning|This will override <code>$phongalbedotint</code> if both are used.}} | ||
: {{note| Also tints {{ent|$rimlight}}}}|since={{src07}}|shaders=VertexLitGeneric}} | |||
[[File:Phongwarp_coordinate_guide.png|thumb|200px|Breakdown of the $phongwarptexture: computed coordinates, texture and result]] | [[File:Phongwarp_coordinate_guide.png|thumb|200px|Breakdown of the $phongwarptexture: computed coordinates, texture and result]] | ||
{{MatParam|$phongwarptexture|texture|Used to create an iridescence effect, as seen on Episode Two's [[npc_hunter|Hunters]]. | {{MatParam|$phongwarptexture|texture|Used to create an iridescence effect, as seen on Episode Two's [[npc_hunter|Hunters]]. |
Revision as of 22:30, 20 March 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 for Phong masking. 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.