$phong: Difference between revisions
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Note:Phong shading for
. It requires the material to be lit by the sunlight from a env_cascade_light entity to work properly, and uses the dynamic shadows generated by it as a mask on top of the traditional phong masking.
Note:All parameters in the following example must be specified in the material, otherwise Phong shading won't show up at all, except in
.
(To-do has been done) |
m (→Masking: point a issue since ever for the outdated Garry's Mod shaders: https://github.com/Facepunch/garrysmod-issues/issues/4692) |
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{{MatParam|$bumpmap|texture|There must be a Phong mask. The [[alpha channel]] of a [[$bumpmap|bump map]] acts as a Phong mask by default.}} | {{MatParam|$bumpmap|texture|There must be a Phong mask. The [[alpha channel]] of a [[$bumpmap|bump map]] acts as a Phong mask by default.}} | ||
{{MatParam|$basemapalphaphongmask|bool|Use {{ent|$basetexture}}'s [[alpha channel]] as the Phong mask instead of <code>$bumpmap</code>'s. The Phong will not be influenced by the bump map, however.|since={{src07}}|shaders=VertexLitGeneric}} | {{MatParam|$basemapalphaphongmask|bool|Use {{ent|$basetexture}}'s [[alpha channel]] as the Phong mask instead of <code>$bumpmap</code>'s. The Phong will not be influenced by the bump map, however.|since={{src07}}|shaders=VertexLitGeneric}} | ||
{{MatParam|$basemapluminancephongmask|bool|Mask phong intensity based on the brightness of the <code>$basetexture</code>.|since={{l4d}}|shaders=VertexLitGeneric}} | {{MatParam|$basemapluminancephongmask|bool|Mask phong intensity based on the brightness of the <code>$basetexture</code>.{{bug|doesn't work on {{gmod}}}}|not={{gmod}}|since={{l4d}}|shaders=VertexLitGeneric}} | ||
{{MatParam|$phongexponent|and=$phongexponent2|int|A global [[Phong materials#Phong mask and exponent texture|exponent]] value. Overrides an exponent mask if present. | {{MatParam|$phongexponent|and=$phongexponent2|int|A global [[Phong materials#Phong mask and exponent texture|exponent]] value. Overrides an exponent mask if present. | ||
: <code>$phongexponent2</code> is for <code>WorldVertexTransition</code>'s second material in {{csgo}}.}} | : <code>$phongexponent2</code> is for <code>WorldVertexTransition</code>'s second material in {{csgo}}.}} |
Revision as of 17:47, 23 February 2022
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.