$phong: Difference between revisions

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(Additional Information - Caveats for $selfillumfresnel, $normalmapalphaenvmapmask, $basemapluminancephongmask, $basemapalphaphongmask and $invertphongmask)
m ($phongalbedotint does not work with $phongtint, later does work with $basemapalphaphongmask)
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=== Colors ===
=== Colors ===
{{MatParam|$phongalbedotint|bool|Tints the phong reflection by the color of the <code>$basetexture</code>. The amount of tint is defined by the green channel of <code>$phongexponenttexture</code>. A <code>$phongexponenttexture</code> must be specified in order for <code>$phongalbedotint</code> to work.
{{MatParam|$phongalbedotint|bool|Tints the phong reflection by the color of the <code>$basetexture</code>. The amount of tint is defined by the green channel of <code>$phongexponenttexture</code>. A <code>$phongexponenttexture</code> must be specified in order for <code>$phongalbedotint</code> to work.
: {{Warning|<code>$phongalbedotint</code> cannot be used with <code>$phongtint</code>. The later will disable the effect.}}
: {{Note|<code>$phongalbedotint</code> works by multiplying the <code>$basetexture</code> over the reflection, without darkening the albedo. The reflection will get dimmer as a result, so account for this in the phong mask or with <code>$phongboost</code>.}}
: {{Note|<code>$phongalbedotint</code> works by multiplying the <code>$basetexture</code> over the reflection, without darkening the albedo. The reflection will get dimmer as a result, so account for this in the phong mask or with <code>$phongboost</code>.}}
: {{Note|<code>$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>$color2</code> or <code>rendercolor.</code>}}|since={{src07}}|shaders=VertexLitGeneric}}
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[[File:Phongwarp example.png|thumb|200px|The Hunter without and with its <code>$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|$phongtint|RGB matrix|Color tint of the phong reflection.
: {{Warning|This will override <code>$phongalbedotint</code> if both are used.}}
: {{Warning|This will override <code>$phongalbedotint</code> if both are used.}}|since={{src07}}|shaders=VertexLitGeneric}}
: {{bug|This does not work with <code>$basemapalphaphongmask.</code>}}|since={{src07}}|shaders=VertexLitGeneric}}
[[File:Phongwarp_coordinate_guide.png|thumb|200px|Breakdown of the $phongwarptexture: computed coordinates, texture and result]]
[[File:Phongwarp_coordinate_guide.png|thumb|200px|Breakdown of the $phongwarptexture: computed coordinates, texture and result]]
{{MatParam|$phongwarptexture|texture|Used to create an iridescence effect, as seen on Episode Two's [[npc_hunter|Hunters]].
{{MatParam|$phongwarptexture|texture|Used to create an iridescence effect, as seen on Episode Two's [[npc_hunter|Hunters]].

Revision as of 18:21, 16 February 2023

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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 CS:GO engine branch 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.pngNote:Phong shading for LightmappedGeneric is also available in Mapbase 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 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

Warning.pngWarning:There are some caveats regarding $normalmapalphaenvmapmask and $selfillumfresnel when using $phong!

If $normalmapalphaenvmapmask is used, the $bumpmap's alpha channel will be used. Using either $basemapalphaphongmask or $basemapluminancephongmask will override it.
$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 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 CS:GO engine branch)

$phongmaskcontrastbrightness $phongamount $phongbasetint

Console Commands

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

See Also