$phong: Difference between revisions
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Note:Phong shading for
. It requires the material to be lit by a env_cascade_light entity to work properly, and uses the dynamic shadows generated by it as a mask on top of the traditional phong masking.
Note:All parameters in the following example must be specified in the material, otherwise Phong shading won't show up at all, except in
.
MineClever (talk | contribs) (→Colors) |
MineClever (talk | contribs) (→Colors) |
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: {{Note|<code>$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>$phongalbedotint</code> works by multiplying the <code>$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 .{{note|before mp2013 : tint color is boosted by $phongboost.}} | {{MatParam|$phongalbedoboost|float|Phong albedo overbrightening factor. Ranges 0-255 . | ||
{{note| | {{note|before mp2013 : tint color is boosted by $phongboost.}} | ||
{{note| {{csgo}} :the tint color is that PhongAlbedoBoost * baseColor,then mix with phong color by the g channel of exponentmap as mask.}} | |||
:{{todo|Test and add a better description.}}|since={{csgo}}|shaders=VertexLitGeneric}} | :{{todo|Test and add a better description.}}|since={{csgo}}|shaders=VertexLitGeneric}} | ||
[[File:Phongwarp example.png|thumb|200px|The Hunter without and with its $phongwarptexture, showing how it affects the Phong reflection.]] | [[File:Phongwarp example.png|thumb|200px|The Hunter without and with its $phongwarptexture, showing how it affects the Phong reflection.]] |
Revision as of 22:42, 17 February 2021
Template:Shaderparam It provides diffuse reflections, masked by a texture to control its intensity per-texel. For a full explanation, see Phong materials.

LightmappedGeneric
and WorldVertexTransition
is only 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
$bumpmap
$basemapalphaphongmask
$basemapluminancephongmask
$phongexponent
$phongexponenttexture
$phongexponentfactor
$invertphongmask
$forcephong
$diffuseexp
$shinyblood
$shinybloodexponent
Brightness
$phongboost
$phongfresnelranges
$phongdisablehalflambert
Colors
$phongalbedotint
$phongalbedoboost
Brush Shader Parameters
$phongmaskcontrastbrightness
$phongamount
$phongbasetint
Console Commands
- mat_phong <boolean >
- Disable or enable phong shading. Default 1.