$phong: Difference between revisions

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m (→‎Masking: point a issue since ever for the outdated Garry's Mod shaders: https://github.com/Facepunch/garrysmod-issues/issues/4692)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

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 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.pngNote:Phong shading for LightmappedGeneric is also available in Mapbase, but it is implemented differently.

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 phong in Counter-Strike: Global Offensive. Note the complete absence of the reflection in the shaded area.

Brush Shader Parameters

$phongmaskcontrastbrightness $phongamount $phongbasetint

Console Commands

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

See also