$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.
Warning:There are some caveats regarding $normalmapalphaenvmapmask and $selfillumfresnel when using $phong!
Brush Shader Parameters (only in
ShiroDkxtro2 (talk | contribs) m ($phongalbedotint does not work with $phongtint, later does work with $basemapalphaphongmask) |
ShiroDkxtro2 (talk | contribs) m (Oversight fixup) |
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{{warning|Using this with {{ent|$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''' | {{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
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

- Using $selfillumfresnel without $normalmapalphaenvmapmask will mask the $envmap using the $basetexture's alpha channel.
- Using $selfillumfresnel with $normalmapalphaenvmapmask will multiply the $envmap by
0.0f
. Effectively disabling the effect! - When not using $selfillumfresnel. The mask used for $envmap will be the $basetexture's alpha channel unless $normalmapalphaenvmapmask is also used.
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

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.