$phong: Difference between revisions
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Note:Phong shading is only available with VertexLitGeneric.
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; <code>$bumpmap <texture></code> | ; <code>$bumpmap <texture></code> | ||
: See <code>[[$bumpmap]]</code>. Its [[alpha channel]] acts as a Phong mask. | : See <code>[[$bumpmap]]</code>. Its [[alpha channel]] acts as a Phong mask. | ||
; <code>$basemapluminancephongmask <1/0></code> | |||
{{stub}} | |||
;<code>$basemapalphaphongmask <1/0></code> | ;<code>$basemapalphaphongmask <1/0></code> | ||
: Enable this if the Phong mask is in the <code>[[$basetexture]]</code> [[alpha channel]]. | : Enable this if the Phong mask is in the <code>[[$basetexture]]</code> [[alpha channel]]. |
Revision as of 11:25, 7 December 2010
The $phong
VMT command provides diffuse reflections. For a full explanation, see Phong materials.

VMT syntax
$phong <bool>
The Phong shader should use the default values for any configuration parameters that you omit from your material. However it appears that this doesn't happen. Therefore all of the below parameters are required, even if they stay on their default values.
VertexLitGeneric { $phong 1 $bumpmap <texture> $phongexponent 5 // either/or $phongexponenttexture <texture> // either/or $phongboost 1.0 $phongfresnelranges "[0 0.5 1]" }
Additional parameters
$bumpmap <texture>
- See
$bumpmap
. Its alpha channel acts as a Phong mask. $basemapluminancephongmask <1/0>
$basemapalphaphongmask <1/0>
- Enable this if the Phong mask is in the
$basetexture
alpha channel. $phongexponent <int>
$phongexponenttexture <texture>
- See Phong mask and exponent texture. The texture value is overridden by the numeric value if both are present.
$phongboost <int>
- Phong overbrightening factor. The phong mask channel should be authored to account for this.
$phongtint "[<red float> <green float> <blue float>]"
- Modifies the colour of the phong reflection.
"[0 0 0]"
means the feature is disabled. $phongfresnelranges <matrix>
- See Phong Fresnel ranges. Default is
"[0 0.5 1]"
. $phongwarptexture <texture>
Template:EP2 add- Used to create an iridescence effect, as seen on npc_hunters.
- Todo: Needs documentation.
$phongalbedotint <?>
- Allow the albedo (i.e. $basetexture) to affect the colour tint of the Phong highlight? Possibly related to the green channel of the Phong exponent mask. Seen in some Day of Defeat: Source player model VMTs.
- Todo: Needs documentation.
$ambientocclusiontexture <texture>
- A "dirtmap". Mentioned in the SDK samples and seen in the VMT for Alyx's face. Ambient Occlusion is generally used for the eyes and face.
"GPU>=2?$phong" 1
- (Use with
$phong 0
) Only uses phong if the current PC is using dual GPUs. - Todo: Check if correct, it may be wrong
See also
- Phong materials
- $basetexture
- $envmapmask (specular mask)
- $envmap (environment map)
- $lightwarptexture
- $rimlight