$phong: Difference between revisions

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m ($phongalbedotint does not work with $phongtint, later does work with $basemapalphaphongmask)
m (Oversight fixup)
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{{warning|Using this with {{ent|$normalmapalphaenvmapmask}} will override the mask used for {{ent|$envmap}} to be the contents of the {{ent|$basetexture}}'s alpha channel!}} |since={{src07}}|shaders=VertexLitGeneric}}
{{warning|Using this with {{ent|$normalmapalphaenvmapmask}} will override the mask used for {{ent|$envmap}} to be the contents of the {{ent|$basetexture}}'s alpha channel!}} |since={{src07}}|shaders=VertexLitGeneric}}
{{MatParam|$basemapluminancephongmask|bool|Mask phong intensity based on the brightness of the <code>$basetexture</code>.
{{MatParam|$basemapluminancephongmask|bool|Mask phong intensity based on the brightness of the <code>$basetexture</code>.
{{bug|Basetexture Luminance will replace the mask used for {{ent|$envmap}}, '''if''' [[Glowing_Textures#.24selfillum|$selfillumfresnel]] and {{ent|$normalmapalphaenvmapmask}} are also used.}}
{{bug|Basetexture Luminance will replace the mask used for {{ent|$envmap}}, '''if''' {{ent|$normalmapalphaenvmapmask}} is used.}}
{{bug|Doesn't work in {{gmod|4}}.}}
{{bug|Doesn't work in {{gmod|4}}.}}
|not={{gmod}}|since={{l4d}}|shaders=VertexLitGeneric}}
|not={{gmod}}|since={{l4d}}|shaders=VertexLitGeneric}}

Revision as of 12:19, 26 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