$phong: Difference between revisions

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(Updated $forcephong with correct information, updated Left 4 Dead parameters with shader strings)
m (added note to phongfresnelranges: drives x of phongwarp)
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{{MatParam|$phongboost|float|Phong brightness factor. Larger values create a more intense highlight, useful for surfaces like metal and glass.|shaders=VertexLitGeneric, LightmappedGeneric({{mapbase}})}}
{{MatParam|$phongboost|float|Phong brightness factor. Larger values create a more intense highlight, useful for surfaces like metal and glass.|shaders=VertexLitGeneric, LightmappedGeneric({{mapbase}})}}
{{MatParam|$phongfresnelranges|matrix|See [[Phong materials#Phong Fresnel ranges|Phong Fresnel ranges]]. Default is <code>"[0 0.5 1]"</code>.
{{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 it and Phong are enabled in a material.}}|shaders=VertexLitGeneric, LightmappedGeneric({{mapbase}})}}
:{{note|<code>$envmap</code> is also affected by these fresnel ranges if both it and Phong are enabled in a material.}}
:{{note| drives the x component of a phongwarptexture if specified.}}|shaders=VertexLitGeneric, LightmappedGeneric({{mapbase}})}}
{{MatParam|$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}}



Revision as of 11:21, 11 June 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