$phong: Difference between revisions

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(Bms don't support phong on this shaders. It use specular shader instead.)
(→‎Colors: Added an example image of what albedotint looks like.)
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: {{Note|<code>$phongalbedotint</code> works by multiplying the <code>$basetexture</code> over the reflection, without darkening the albedo. The reflection will get dimmer as a result, so account for this in the phong mask or with <code>$phongboost</code>.}}
: {{Note|<code>$phongalbedotint</code> works by multiplying the <code>$basetexture</code> over the reflection, without darkening the albedo. The reflection will get dimmer as a result, so account for this in the phong mask or with <code>$phongboost</code>.}}
: {{Note|<code>$phongalbedotint</code> will tint highlights by the original color of the <code>$basetexture</code> even when the material is tinted by <code>$color2</code> or <code>rendercolor.</code>}}|since={{src07}}|shaders=VertexLitGeneric}}
: {{Note|<code>$phongalbedotint</code> will tint highlights by the original color of the <code>$basetexture</code> even when the material is tinted by <code>$color2</code> or <code>rendercolor.</code>}}|since={{src07}}|shaders=VertexLitGeneric}}
[[File:Albedotint example.jpg|thumb|200px|An example model showing how AlbedoTint appears on a model.]]
{{MatParam|$phongalbedoboost|float|Phong albedo overbrightening factor. Ranges 0-255.
{{MatParam|$phongalbedoboost|float|Phong albedo overbrightening factor. Ranges 0-255.
: {{note| This will multiply the tint that is being applied to phong from $phongalbedotint.}}
: {{note| This will multiply the tint that is being applied to phong from $phongalbedotint.}}

Revision as of 01:55, 29 March 2024

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

It is also available on the Shader-ball.png LightmappedGeneric and Shader-ball.png WorldVertexTransition shaders in all games since Counter-Strike: Global Offensive Counter-Strike: Global Offensive(also in Garry's ModXengineMapbase). It provides Wikipedia icon diffuse reflections at low intensity and Wikipedia icon 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 branchStrata Source. 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. ((in all games since Strata Source) env_projectedtexture 4 also affects brushes with phong enabled)
Icon-Bug.pngBug:Garry's Mod Garry's Mod reads lighting direction for brush phong from env_sun instead; maps with multiple suns may not get accurate phong reflections on brushes.  [todo tested in ?]
Note.pngNote:Phong shading for LightmappedGeneric is also available in Mapbase Mapbase, but it is implemented differently.
Icon-Important.pngImportant:In Black Mesa Black Mesa half-lambertian for new lights is broken. The result is that meshes with $phong or $halflambert get lit from ALL sides perpendicular to newlights, including ones with opposing normals. If you want to use $phong or $halflambert - you are able to fix this with adding in your VMT material parameter "$halflambert_gbuffer_off" "1".

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

An example model showing how AlbedoTint appears on a model.

$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)(also in Garry's Mod)

$phongmaskcontrastbrightness $phongamount $phongbasetint

Console Commands

mat_phong <booleanRedirectInput/boolean>
Disable or enable phong shading. Default 1.

See also

External links