$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
.
Deprecated (talk | contribs) (Attempt to clean up $phongalbedoboost note) |
Deprecated (talk | contribs) (Updated $forcephong with correct information, updated Left 4 Dead parameters with shader strings) |
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{{MatParam|$phongexponentfactor|int|Multiply the exponent texture by this amount.|only={{src13mp}}|shaders=VertexLitGeneric}} | {{MatParam|$phongexponentfactor|int|Multiply the exponent texture by this amount.|only={{src13mp}}|shaders=VertexLitGeneric}} | ||
{{MatParam|$invertphongmask|bool|Invert the value of the phong mask. {{todo|What types of mask does this work on?}}|since={{src07}}|shaders=VertexLitGeneric}} | {{MatParam|$invertphongmask|bool|Invert the value of the phong mask. {{todo|What types of mask does this work on?}}|since={{src07}}|shaders=VertexLitGeneric}} | ||
{{MatParam|$forcephong|bool|Force phong shading on phong materials even at low GPU levels | {{MatParam|$forcephong|bool|Force phong shading on phong-using materials even at low GPU levels when <code>mat_phong</code> is disabled.|since={{portal2}}|shaders=VertexLitGeneric}} | ||
{{MatParam|$diffuseexp|float| | {{MatParam|$diffuseexp|float|Diffuse exponent used for dynamic lights only.|only={{L4ds}}}} | ||
{{MatParam|$shinyblood|int|only={{L4ds}}}} | {{MatParam|$shinyblood|int|Derive phong mask from areas that are more red than others. Only when variation is disabled.|only={{L4ds}}}} | ||
{{MatParam|$shinybloodexponent|int| | {{MatParam|$shinybloodexponent|int|Exponent for the above.|only={{L4ds}}}} | ||
=== Brightness === | === Brightness === |
Revision as of 14:28, 28 April 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.