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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 $phong!
Brush Shader Parameters (only in
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[[File:Alyx phong closeup.jpg|thumb|200px|Phong shading provides Alyx's skin, hairband and lip highlights.]] | [[File:Alyx phong closeup.jpg|thumb|200px|Phong shading provides Alyx's skin, hairband and lip highlights.]] | ||
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{{IO|mat_phong|param=bool|Disable or enable phong shading. Default 1.}} | {{IO|mat_phong|param=bool|Disable or enable phong shading. Default 1.}} | ||
== See | == See also == | ||
* [[Phong materials]] | * [[Phong materials]] | ||
* {{ent|$envmap}} (environment map) | * {{ent|$envmap}} (environment map) |
Revision as of 01:19, 4 January 2024
$phong
is a s2 available in all Source games since
Source 2006. It is also available on the
LightmappedGeneric
and
WorldVertexTransition
shaders in all games since Counter-Strike: Global Offensive. It provides diffuse reflections at low intensity and specular highlights at apex intensity, masked by a texture which control per-texel its intensity. 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
)(also in
)
$phongmaskcontrastbrightness
$phongamount
$phongbasetint
Console Commands
- mat_phong <boolean >
- Disable or enable phong shading. Default 1.