$phong: Difference between revisions

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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|since CSGO :the tint color is that PhongAlbedoBoost * baseColor,then mix with phong color by the g channel of exponentmap as mask.}}
{{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

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.
Note.pngNote:Phong shading for LightmappedGeneric is also available in Mapbase

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