$fresnelrangestexture: Difference between revisions
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'''<code>$fresnelrangestexture</code>''' is a 2d texture merged from several 1d textures to control the Fresnel term of blinn-[[phong]] specular and [[$rimlight]]. | '''<code>$fresnelrangestexture</code>''' is a 2d texture merged from several 1d textures to control the Fresnel term of blinn-[[phong]] specular and [[$rimlight]]. | ||
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# Channel G: After sampling, remap VdotN to obtain the final blinn-phong specular Fresnel mask | # Channel G: After sampling, remap VdotN to obtain the final blinn-phong specular Fresnel mask | ||
# Channel B: After sampling, multiply it with the RimMask (R channel) of $masks1 to obtain the Fresnel mask of AmbientReflection (rimlight related to the environment) | # Channel B: After sampling, multiply it with the RimMask (R channel) of $masks1 to obtain the Fresnel mask of AmbientReflection (rimlight related to the environment) | ||
Revision as of 14:29, 9 January 2024
$fresnelrangestexture
is a 2d texture merged from several 1d textures to control the Fresnel term of blinn-phong specular and $rimlight.
- The V coordinate of the texture corresponds to $warpindex. If there is an alpha channel of $masks1, you can control $warpindex through alpha to select different Fresnel mappings.
- The U coordinate of the texture corresponds to the mapping relationship to the Fresnel value. The intensity of Fresnel corresponds to the coordinate value of U.
When $fresnelrangestexture exists, $phongfresnelranges is invalid
Fresnel will force the use of normalized VdotN as a constant sampling value to map fresnelrangestexture
$fresnelrangestexture
consists of three channels of RGB:
- Channel R: No effect
- Channel G: After sampling, remap VdotN to obtain the final blinn-phong specular Fresnel mask
- Channel B: After sampling, multiply it with the RimMask (R channel) of $masks1 to obtain the Fresnel mask of AmbientReflection (rimlight related to the environment)