SurfaceGGX: Difference between revisions
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Bug:This shader won't receive light properly from env_projectedtextures like the player's flashlight, instead making the material appear pure black. If the player is allowed to use a flashlight, the best case scenario is to only use this shader on props in lit up areas. This shader applied to weapon view models is safe from this however. [todo tested in ?]
Note:
(Added SurfaceGGX.) |
Thunder4ik (talk | contribs) m (→See also: Unicodifying, replaced: See Also → See also) |
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<code>$pbr</code> must be enabled to make use of <code>$masks</code>. | <code>$pbr</code> must be enabled to make use of <code>$masks</code>. | ||
== See | == See also == | ||
*{{ent|WorldGGX}}, similar shader used for brushes and displacements. | *{{ent|WorldGGX}}, similar shader used for brushes and displacements. | ||
Revision as of 13:41, 8 January 2024
Template:Shader multi It was first introduced in Day of Infamy and back ported to Insurgency. It supports PBR.
Supported Parameters
[[$basetexture|$basetexture]][[$bumpmap|$bumpmap]][[$color2|$color2]][[$detail|$detail]][[$envmap|$envmap]][[$alphatest|$alphatest]]
Metalness Parameters
Specular/Gloss Parameters
Misc. Parameters
Configuring the masks
$phongexponenttexture
The RGB channels of $phongexponenttexture is configured as follows:
| Channel | Data |
|---|---|
| Red | Glossiness (roughness inverted) |
| Green | Metalness inverted |
| Blue | Sub-surface scattering mask |
$metal must be set to 1 in order to use the green channel.
$fuzz and $detailnormal use the inverse of the blue channel.$masks
The RGB and alpha channels of $masks is configured as follows:
| Channel | Data |
|---|---|
| RGB | Specular tint |
| Alpha | Glossiness |
$pbr must be enabled to make use of $masks.
See also
- WorldGGX, similar shader used for brushes and displacements.