Zh/$phong: Difference between revisions

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{{lang|$phong|title=反射反射}}[[Category:List of Shader Parameters|P]][[Category:VMT Lighting]]
{{lang|$phong|title=冯氏反射}}[[Category:List of Shader Parameters|P]][[Category:VMT Lighting]]
[[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.]]


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{{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.}}
==Syntax==
== 语法 ==


  $phong <[[bool]]>
  $phong <[[bool]]>
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== Parameters ==
== 参数 ==
=== Masking ===
=== 蒙版 ===
{{warning|There are some caveats regarding {{ent|$normalmapalphaenvmapmask}} and [[Glowing_Textures#.24selfillum|$selfillumfresnel]] when using {{ent|$phong}}!}}
{{warning|There are some caveats regarding {{ent|$normalmapalphaenvmapmask}} and [[Glowing_Textures#.24selfillum|$selfillumfresnel]] when using {{ent|$phong}}!}}
* Using [[Glowing_Textures#.24selfillum|$selfillumfresnel]] '''without''' {{ent|$normalmapalphaenvmapmask}} will mask the {{ent|$envmap}} using the {{ent|$basetexture}}'s alpha channel.
* Using [[Glowing_Textures#.24selfillum|$selfillumfresnel]] '''without''' {{ent|$normalmapalphaenvmapmask}} will mask the {{ent|$envmap}} using the {{ent|$basetexture}}'s alpha channel.

Revision as of 03:58, 25 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.png注意:Phong shading for LightmappedGeneric and WorldVertexTransition is only available in CS:GO 引擎分支 CS:GO 引擎分支. 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.png注意:Phong shading for LightmappedGeneric is also available in Mapbase Mapbase, but it is implemented differently.

语法

$phong <bool>
Note.png注意: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.
待完善: 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]"
}


参数

蒙版

Warning.png警告: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 反恐精英:全球攻势 反恐精英:全球攻势 using tile/hr_t/inferno/tile_a. Note the complete absence of the reflection in the shaded area.

Brush Shader Parameters (存在于 CS:GO 引擎分支 之中)

$phongmaskcontrastbrightness $phongamount $phongbasetint

控制台命令

mat_phong <布尔值(en)>
禁用或启用冯氏反射渲染。默认为 1。

另见