$phong: Difference between revisions
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===Brush Shader Parameters === | ===Brush Shader Parameters === | ||
{{csgobranch|only}}{{also|{{gmod}}}} | :{{csgobranch|only}}{{also|{{gmod}}}} | ||
{{MatParam|$phongmaskcontrastbrightness|and=$phongmaskcontrastbrightness2|vector2|The first value controls the contrast level between light and dark areas in the mask, and the second value controls the overall brightness. | {{MatParam|$phongmaskcontrastbrightness|and=$phongmaskcontrastbrightness2|vector2|The first value controls the contrast level between light and dark areas in the mask, and the second value controls the overall brightness. | ||
: <code>$phongmaskcontrastbrightness2</code> is for <code>WorldVertexTransition</code>'s second material. | : <code>$phongmaskcontrastbrightness2</code> is for <code>WorldVertexTransition</code>'s second material. |
Revision as of 19:06, 29 November 2024
$phong
is a material shader parameter for the VertexLitGeneric shader available in all Source games since
Source 2006.
It is also available on the LightmappedGeneric and WorldVertexTransition shaders in all games since Counter-Strike: Global Offensive(also in
). 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 
Syntax
$phong <bool>


- 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

- 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


Brush Shader Parameters
$phongmaskcontrastbrightness
$phongamount
$phongbasetint
Console Commands
- mat_phong <boolean >
- Disable or enable phong shading. Default 1.
See also
- Phong materials
- $envmap (environment map)
- $lightwarptexture
- $rimlight
External links
- $Phong on brushes*: The Hacky Way - A TF2maps.net guide on how to fake $Phong on brushes for games prior to CS:GO. Can also be used to fake phong on static props which are lit per-vertex, without falling back to lower-quality point lighting on the main prop
- SubstancePainter Source Engine Complex Phong Shader