Zh/$phong: Difference between revisions

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{{Language subpage|title=冯氏反射}}[[Category:List of Shader Parameters|P]][[Category:VMT Lighting]]
{{Language subpage|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|冯氏着色器为爱莉克斯的皮肤、发带和嘴唇提供了高光。]]


{{Shaderparam|$phong|since=Source 2006|shader1=VertexLitGeneric|shader2=LightmappedGeneric|shader3=WorldVertexTransition}} It provides [[Wikipedia:Diffuse_reflection|diffuse reflections]] at low intensity and [[Wikipedia:Specular_highlights|specular highlights]] at apex intensity, masked by a texture which control per-texel its intensity. For a full explanation, see [[Phong materials]].
{{Shaderparam|$phong|since=Source 2006|shader1=VertexLitGeneric|shader2=LightmappedGeneric|shader3=WorldVertexTransition}} 它提供低强度的 [[Wikipedia:Diffuse_reflection|漫反射]] 和顶点强度的 [[Wikipedia:Specular_highlights|镜面高光]],由控制每个纹素强度的纹理遮罩。有关完整解释,请参见 [[Phong materials|冯氏材质]]
{{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|<code>LightmappedGeneric</code> <code>WorldVertexTransition</code> 的冯氏着色功能只在 {{csgobranch|4}} 中可用。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|在{{mapbase|4}}中也提供了 <code>LightmappedGeneric</code> 的冯氏着色功能,但实现方式有所不同。}}
== 语法 ==
== 语法 ==


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$phong 1
$phong 1


$bumpmap [texture]
$bumpmap [贴图]
$phongexponent 5 // either/or
$phongexponent 5 // either/or
$phongexponenttexture [texture] // either/or
$phongexponenttexture [贴图] // either/or
$phongboost 1.0
$phongboost 1.0
$phongfresnelranges "[0 0.5 1]"
$phongfresnelranges "[0 0.5 1]"

Revision as of 04:29, 25 April 2023

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冯氏着色器为爱莉克斯的皮肤、发带和嘴唇提供了高光。

Template:Shaderparam 它提供低强度的 漫反射 和顶点强度的 镜面高光,由控制每个纹素强度的纹理遮罩。有关完整解释,请参见 冯氏材质

Note.png注意:LightmappedGenericWorldVertexTransition 的冯氏着色功能只在 CS:GO 引擎分支 CS:GO 引擎分支 中可用。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:Mapbase Mapbase中也提供了 LightmappedGeneric 的冯氏着色功能,但实现方式有所不同。

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				[贴图]
	$phongexponent			5			// either/or
	$phongexponenttexture	[贴图]	// 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

亮度

$phongboost $phongfresnelranges $phongdisablehalflambert

色彩

$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.

笔刷/固体着色器参数(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