Phong

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Phong is a rendering technique introduced to the Source Engine with Half-Life 2: Episode One. Phong looks best on a normal mapped model with some bit of specularity.

Phong supports two additional texture parameters

  • Exponent Map - $phongexponenttexture - Sort of gloss map where black is matte and white is glossy

VMT Parameters

"$phongboost" "X" Increases the overall phong effect by X factor, default seems to be 1 "$phongfresnelranges" "[1 3 8]" "$phongexponenttexture" "models\player\american\american_body_exp" "$phongexponent" "1" Seems to apply a flat scaling in place of $phongexponenttexture, usually comment out "$phongalbedotint" "1"

Exponent Map

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