$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
mNo edit summary |
ShiroDkxtro2 (talk | contribs) m (additional information for $phongalbedoboost) |
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: {{Note|<code>$phongalbedotint</code> will tint highlights by the original color of the <code>$basetexture</code> even when the material is tinted by <code>$color2</code> or <code>rendercolor.</code>}}|since={{src07}}|shaders=VertexLitGeneric}} | : {{Note|<code>$phongalbedotint</code> will tint highlights by the original color of the <code>$basetexture</code> even when the material is tinted by <code>$color2</code> or <code>rendercolor.</code>}}|since={{src07}}|shaders=VertexLitGeneric}} | ||
{{MatParam|$phongalbedoboost|float|Phong albedo overbrightening factor. Ranges 0-255. | {{MatParam|$phongalbedoboost|float|Phong albedo overbrightening factor. Ranges 0-255. | ||
: {{note| | : {{note| This will multiply the tint that is being applied to phong from $phongalbedotint.}} | ||
: {{ | : {{bug| This does not work when using <code>$detail</code>. }}|since={{csgo}}|shaders=VertexLitGeneric}} | ||
[[File:Phongwarp example.png|thumb|200px|The Hunter without and with its <code>$phongwarptexture</code>, showing how it affects the Phong reflection.]] | [[File:Phongwarp example.png|thumb|200px|The Hunter without and with its <code>$phongwarptexture</code>, showing how it affects the Phong reflection.]] | ||
{{MatParam|$phongtint|RGB matrix|Color tint of the phong reflection. | {{MatParam|$phongtint|RGB matrix|Color tint of the phong reflection. |
Revision as of 23:01, 14 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.