$fresnelrangestexture

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Revision as of 17:50, 21 March 2021 by GamerDude27 (talk | contribs) (Rough translation of Chinese version)
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fresnelrangestexture is a 2d texture merged from several 1d textures to control the Fresnel term of blinn-phong specular and rimlight


  • The V coordinate of the texture corresponds to WarpIndex. If there is an alpha channel of $masks1, you can control WarpIndex through alpha to select different Fresnel mappings
  • The U coordinate of the texture corresponds to the mapping relationship to the Fresnel value (the intensity of Fresnel corresponds to the coordinate value of U



When $fresnelrangestexture exists, $phongfresnelranges is invalid

Fresnel will force the use of normalized VdotN as a constant sampling value to map fresnelrangestexture


fresnelrangestexture consists of three channels of rgb

  1. Channel R: No effect
  2. Channel G: After sampling, remap VdotN to obtain the final blinn-phong specular Fresnel mask
  3. Channel B: After sampling, multiply it with the RimMask (R channel) of $masks1 to obtain the Fresnel mask of AmbientReflection (rimlight related to the environment)