$phong: Difference between revisions

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(Started using Template:Src13mp; $phongexponenttexture isn't 2013 MP-exclusive. It's in the Alien Swarm SDK and Alyx in HL2 uses it all the time)
(Added additional information for $phongfresnelranges and $phongalbedotint)
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{{MatParam|$phongboost|float|Phong brightness factor. Larger values create a more intense highlight, useful for surfaces like metal and glass.|shaders=VertexLitGeneric}}
{{MatParam|$phongboost|float|Phong brightness factor. Larger values create a more intense highlight, useful for surfaces like metal and glass.|shaders=VertexLitGeneric}}
{{MatParam|$phongfresnelranges|matrix|See [[Phong materials#Phong Fresnel ranges|Phong Fresnel ranges]]. Default is <code>"[0 0.5 1]"</code>.|shaders=VertexLitGeneric}}
{{MatParam|$phongfresnelranges|matrix|See [[Phong materials#Phong Fresnel ranges|Phong Fresnel ranges]]. Default is <code>"[0 0.5 1]"</code>.
:{{note|<code>$envmap</code> is also affected by these fresnel ranges if both phong and  are enabled in a material.}}|shaders=VertexLitGeneric}}
{{MatParam|$phongdisablehalflambert|bool|Disables forced [[$halflambert|half-lambertian]] shading on Phong materials.|since={{as}}|also={{Mapbase}}|shaders=VertexLitGeneric}}
{{MatParam|$phongdisablehalflambert|bool|Disables forced [[$halflambert|half-lambertian]] shading on Phong materials.|since={{as}}|also={{Mapbase}}|shaders=VertexLitGeneric}}


=== Colors ===
=== Colors ===


{{MatParam|$phongalbedotint|bool|Allows the <code>$basetexture</code> to tint the color of the Phong highlight. The amount of tint is defined by the green channel of <code>$phongexponenttexture</code> (see above).
{{MatParam|$phongalbedotint|bool|Tints the phong reflection by the color of the <code>$basetexture</code>. The amount of tint is defined by the green channel of <code>$phongexponenttexture</code>. A <code>$phongexponenttexture</code> must be specified in order for <code>$phongalbedotint</code> to work.
: {{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>}}|since={{src07}}|shaders=VertexLitGeneric}}
: {{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. {{todo|Test and add a better description.}}|since={{csgo}}|shaders=VertexLitGeneric}}
{{MatParam|$phongalbedoboost|float|Phong albedo overbrightening factor. Ranges 0-255. {{todo|Test and add a better description.}}|since={{csgo}}|shaders=VertexLitGeneric}}

Revision as of 21:23, 15 November 2020

Phong shading provides Alyx's skin, hairband and lip highlights.

Template:Shaderparam It provides diffuse reflections, masked by a texture to control its intensity per-texel. For a full explanation, see Phong materials.

Note.pngNote:Phong shading for LightmappedGeneric and WorldVertexTransition is only available in Counter-Strike: Global Offensive. It requires the material to be lit by 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.

Syntax

$phong <bool>
Note.pngNote:All parameters in the following example must be specified in the material, otherwise Phong shading won't show up at all, except in Insurgency.
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

$bumpmap $basemapalphaphongmask $basemapluminancephongmask $phongexponent $phongexponenttexture $phongexponentfactor $invertphongmask $forcephong $diffuseexp $shinyblood $shinybloodexponent

Brightness

$phongboost $phongfresnelranges $phongdisablehalflambert

Colors

$phongalbedotint $phongalbedoboost

The Hunter without and with its $phongwarptexture, showing how it affects the Phong reflection.

$phongtint $phongwarptexture

Brush Shader Parameters

$phongmaskcontrastbrightness $phongamount $phongbasetint

Console Commands

mat_phong <booleanRedirectInput/boolean>
Disable or enable phong shading. Default 1.

See also