$fresnelrangestexture: Difference between revisions
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(added category. why is this page not in english?) |
GamerDude27 (talk | contribs) (Rough translation of Chinese version) |
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{{otherlang2 | |||
| zh-cn = $fresnelrangestexture:zh-cn | |||
}} | |||
<big>fresnelrangestexture is a 2d texture merged from several 1d textures to control the Fresnel term of blinn-phong specular and rimlight</big> | |||
* | * The V coordinate of the texture corresponds to WarpIndex. If there is an alpha channel of $masks1, you can control WarpIndex through alpha to select different Fresnel mappings | ||
* The U coordinate of the texture corresponds to the mapping relationship to the Fresnel value (the intensity of Fresnel corresponds to the coordinate value of U | |||
'' | ''When $fresnelrangestexture exists, $phongfresnelranges is invalid'' | ||
''Fresnel will force the use of normalized VdotN as a constant sampling value to map fresnelrangestexture'' | |||
<big> | |||
# | <big>fresnelrangestexture consists of three channels of rgb</big> | ||
# | # Channel R: No effect | ||
# | # Channel G: After sampling, remap VdotN to obtain the final blinn-phong specular Fresnel mask | ||
# Channel B: After sampling, multiply it with the RimMask (R channel) of $masks1 to obtain the Fresnel mask of AmbientReflection (rimlight related to the environment) | |||
[[Category:List of Shader Parameters|S]] | [[Category:List of Shader Parameters|S]] |
Revision as of 17:50, 21 March 2021
fresnelrangestexture is a 2d texture merged from several 1d textures to control the Fresnel term of blinn-phong specular and rimlight
- The V coordinate of the texture corresponds to WarpIndex. If there is an alpha channel of $masks1, you can control WarpIndex through alpha to select different Fresnel mappings
- The U coordinate of the texture corresponds to the mapping relationship to the Fresnel value (the intensity of Fresnel corresponds to the coordinate value of U
When $fresnelrangestexture exists, $phongfresnelranges is invalid
Fresnel will force the use of normalized VdotN as a constant sampling value to map fresnelrangestexture
fresnelrangestexture consists of three channels of rgb
- Channel R: No effect
- Channel G: After sampling, remap VdotN to obtain the final blinn-phong specular Fresnel mask
- Channel B: After sampling, multiply it with the RimMask (R channel) of $masks1 to obtain the Fresnel mask of AmbientReflection (rimlight related to the environment)