$phong: Difference between revisions
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Note:Phong shading for
CS:GO engine branch. 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:Phong shading for
Mapbase, but it is implemented differently.
Note:All parameters in the following example must be specified in the material, otherwise Phong shading won't show up at all, except in
Insurgency.
Brush Shader Parameters (only in
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: {{note|Disables the initial phongfresnelranges masking}} | : {{note|Disables the initial phongfresnelranges masking}} | ||
: {{bug|Does not work in {{l4d2|4}}.}}|since={{src07}}|shaders=VertexLitGeneric}} | : {{bug|Does not work in {{l4d2|4}}.}}|since={{src07}}|shaders=VertexLitGeneric}} | ||
[[File:Brush_phong.jpg|thumb|200px|Brush phong in {{csgo|2}}. Note the complete absence of the reflection in the shaded area.]] | [[File:Brush_phong.jpg|thumb|200px|Brush phong in {{csgo|2}} using tile/hr_t/inferno/tile_a. Note the complete absence of the reflection in the shaded area.]] | ||
===Brush Shader Parameters {{csgobranch|only}}=== | ===Brush Shader Parameters {{csgobranch|only}}=== |
Revision as of 16:16, 2 February 2023
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 

LightmappedGeneric
is also 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 phong in
Counter-Strike: Global Offensive using tile/hr_t/inferno/tile_a. Note the complete absence of the reflection in the shaded area.

Brush Shader Parameters (only in
)
$phongmaskcontrastbrightness
$phongamount
$phongbasetint
Console Commands
- mat_phong <boolean >
- Disable or enable phong shading. Default 1.