Zh/$phong: Difference between revisions
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{{lang|$phong|title= | {{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.}} | ||
== | == 语法 == | ||
$phong <[[bool]]> | $phong <[[bool]]> | ||
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== | == 参数 == | ||
=== | === 蒙版 === | ||
{{warning|There are some caveats regarding {{ent|$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
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.

LightmappedGeneric
and WorldVertexTransition
is only available in 

LightmappedGeneric
is also available in 
语法
$phong <bool>


- 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

- 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 for Phong masking. 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
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 (仅存在于
之中)
$phongmaskcontrastbrightness
$phongamount
$phongbasetint
控制台命令
- mat_phong <布尔值 >
- 禁用或启用冯氏反射渲染。默认为 1。