Zh/$phong: Difference between revisions
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{{ | {{LanguageBar|title = 冯氏反射}} | ||
{{this is a|shader parameter|name=$phong|since=Source 2006|shader=VertexLitGeneric}} | |||
[[File:Alyx phong closeup.jpg|thumb|200px|冯氏着色器为爱莉克斯的皮肤、发带和嘴唇提供了高光。]] | [[File:Alyx phong closeup.jpg|thumb|200px|冯氏着色器为爱莉克斯的皮肤、发带和嘴唇提供了高光。]] | ||
它提供低强度的 {{w|Diffuse_reflection|漫反射}} 和顶点强度的 {{W|Specular_highlights|镜面高光}},由控制每个纹素强度的纹理遮罩。有关完整解释,请参见 {{L|Phong materials|冯氏材质}}。 | 它提供低强度的 {{w|Diffuse_reflection|漫反射}} 和顶点强度的 {{W|Specular_highlights|镜面高光}},由控制每个纹素强度的纹理遮罩。有关完整解释,请参见 {{L|Phong materials|冯氏材质}}。 | ||
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* [https://tf2maps.net/threads/phong-on-brushes-the-hacky-way.26765 $Phong on brushes*: The Hacky Way (a TF2maps.net guide on how to fake $Phong on brushes for games prior to CS:GO)] | * [https://tf2maps.net/threads/phong-on-brushes-the-hacky-way.26765 $Phong on brushes*: The Hacky Way (a TF2maps.net guide on how to fake $Phong on brushes for games prior to CS:GO)] | ||
*[https://share.substance3d.com/libraries/6595 SubstancePainter Source Engine Complex Phong Shader] | *[https://share.substance3d.com/libraries/6595 SubstancePainter Source Engine Complex Phong Shader] | ||
{{ACategory|Shader parameters|p}}{{ACategory|VMT Lighting}} | |||
{{ACategory|Material System}} |
Revision as of 03:47, 12 July 2024
$phong
是一个用于着色器 VertexLitGeneric 的材质着色器 参数,可在所有的 起源 游戏,自从
起源2006 以来中使用。
它提供低强度的 漫反射 和顶点强度的
镜面高光,由控制每个纹素强度的纹理遮罩。有关完整解释,请参见 冯氏材质 。

LightmappedGeneric
和 WorldVertexTransition
的冯氏着色功能只在 


LightmappedGeneric
的冯氏着色功能,但实现方式有所不同。语法
$phong <bool >


- 待完善: Other games that don't require all phong parameters present (likely Portal 2 and up)
VertexLitGeneric
{
$phong 1
$bumpmap [贴图]
$phongexponent 5 // either/or
$phongexponenttexture [贴图] // either/or
$phongboost 1.0
$phongfresnelranges "[0 0.5 1]"
}
参数
蒙版

- 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
亮度
$phongboost
$phongfresnelranges
$phongdisablehalflambert
色彩
$phongalbedotint
$phongalbedoboost

Brush phong in
反恐精英:全球攻势 using tile/hr_t/inferno/tile_a. Note the complete absence of the reflection in the shaded area.

笔刷/固体着色器参数(仅存在于
之中)
$phongmaskcontrastbrightness
$phongamount
$phongbasetint
控制台命令
- mat_phong <布尔值 >
- 禁用或启用冯氏反射渲染。默认为 1。