$fresnelrangestexture: Difference between revisions
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< | '''<code>$fresnelrangestexture</code>''' is a 2d texture merged from several 1d textures to control the Fresnel term of blinn-[[phong]] specular and [[$rimlight]]. | ||
* The V coordinate of the texture corresponds to | * The V coordinate of the texture corresponds to [[$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 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'' | ''When $fresnelrangestexture exists, [[$phongfresnelranges]] is invalid'' | ||
''Fresnel will force the use of normalized VdotN as a constant sampling value to map fresnelrangestexture'' | ''Fresnel will force the use of normalized VdotN as a constant sampling value to map fresnelrangestexture'' | ||
< | <code>$fresnelrangestexture</code> consists of three channels of RGB: | ||
# Channel R: No effect | # Channel R: No effect | ||
# Channel G: After sampling, remap VdotN to obtain the final blinn-phong specular Fresnel mask | # 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) | # 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| | [[Category:List of Shader Parameters|F]] |
Revision as of 15:46, 7 February 2022
$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)