$phong: Difference between revisions

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m (→‎Colors: fixing where placed notes about $rimlight tint)
m (Phong is not only for diffuse reflections, but also for specular highlights. ie.: at high $phongboost levels)
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[[File:Alyx phong closeup.jpg|thumb|200px|Phong shading provides Alyx's skin, hairband and lip highlights.]]
[[File:Alyx phong closeup.jpg|thumb|200px|Phong shading provides Alyx's skin, hairband and lip highlights.]]


{{Shaderparam|$phong|since=Source 2006|shader1=VertexLitGeneric|shader2=LightmappedGeneric|shader3=WorldVertexTransition}} It provides diffuse reflections, masked by a texture to control its intensity per-texel. For a full explanation, see [[Phong materials]].
{{Shaderparam|$phong|since=Source 2006|shader1=VertexLitGeneric|shader2=LightmappedGeneric|shader3=WorldVertexTransition}} It provides [[Wikipedia:Diffuse_reflection|diffuse reflections]] at low intensity and [[Wikipedia:Specular_highlights|specular highlights]] at apex intensity, masked by a texture which control per-texel its intensity. For a full explanation, see [[Phong materials]].
{{Note|Phong shading for <code>LightmappedGeneric</code> and <code>WorldVertexTransition</code> is only available in {{csgobranch|4}}. It requires the material to be lit by the sunlight from a {{ent|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 <code>LightmappedGeneric</code> and <code>WorldVertexTransition</code> is only available in {{csgobranch|4}}. It requires the material to be lit by the sunlight from a {{ent|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 <code>LightmappedGeneric</code> is also available in {{mapbase|4}}, but it is implemented differently.}}
{{Note|Phong shading for <code>LightmappedGeneric</code> is also available in {{mapbase|4}}, but it is implemented differently.}}

Revision as of 17:23, 14 April 2023

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Phong shading provides Alyx's skin, hairband and lip highlights.

Template:Shaderparam It provides diffuse reflections at low intensity and specular highlights at apex intensity, masked by a texture which control per-texel its intensity. 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!


$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