$phong: Difference between revisions

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m (added note to phongfresnelranges: drives x of phongwarp)
(Added description for how phongwarptexture works and illustration of computed coordinates)
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: {{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 $phongwarptexture, showing how it affects the Phong reflection.]]
{{MatParam|$phongtint|RGB matrix|Color tint of the phong reflection. The channels are interpreted relative to each other (so "[0 0 0]" and "[1 1 1]" are the same).
{{MatParam|$phongtint|RGB matrix|Color tint of the phong reflection.
: {{Warning|This will override <code>$phongalbedotint</code> if both are used.}}
: {{Warning|This will override <code>$phongalbedotint</code> if both are used.}}
: {{bug|This does not work with <code>$basemapalphaphongmask.</code>}}|since={{src07}}|shaders=VertexLitGeneric}}
: {{bug|This does not work with <code>$basemapalphaphongmask.</code>}}|since={{src07}}|shaders=VertexLitGeneric}}
[[File:Phongwarp_coordinate_guide.png|thumb|200px|Breakdown of the $phongwarptexture: computed coordinates, texture and result]]
{{MatParam|$phongwarptexture|texture|Used to create an iridescence effect, as seen on Episode Two's [[npc_hunter|Hunters]]. {{Todo|How does $phongwarptexture actually work?}}
{{MatParam|$phongwarptexture|texture|Used to create an iridescence effect, as seen on Episode Two's [[npc_hunter|Hunters]]. {{Todo|How does $phongwarptexture actually work?}}
: The highlight is multiplied with a texture. The coordinates of the sampled pixel are as follows:
:x: 1 - (distance to the center of the highlight)
:y: 1 - (fresnel component as computed by [[Phong materials#Phong Fresnel ranges|Phong Fresnel ranges]])
: {{note|Disables the initial phongfresnelranges masking}}
: {{bug|Does not work in {{l4d2}}, despite the game being released in 2009.}}|since={{src07}}|shaders=VertexLitGeneric}}
: {{bug|Does not work in {{l4d2}}, despite the game being released in 2009.}}|since={{src07}}|shaders=VertexLitGeneric}}



Revision as of 12:18, 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

Breakdown of the $phongwarptexture: computed coordinates, texture and result

$phongwarptexture

Brush Shader Parameters

$phongmaskcontrastbrightness $phongamount $phongbasetint

Console Commands

mat_phong <booleanRedirectInput/boolean>
Disable or enable phong shading. Default 1.

See also