$phong
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Template:Shaderparam It provides diffuse reflections, masked by a texture to control its intensity per-texel. For a full explanation, see Phong materials.

LightmappedGeneric
and WorldVertexTransition
is only available in 
VMT 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
$bumpmap
$basemapalphaphongmask
$basemapluminancephongmask
$phongexponent
$phongexponenttexture
$invertphongmask
$phongexponentfactor
$shinyblood
$shinybloodexponent
$diffuseexp
Brightness
$phongboost
$phongfresnelranges
$phongDisableHalfLambert
$ambientocclusiontexture
Colours
$phongalbedotint
$phongalbedoboost
Brush Shader Parameters
$phongmaskcontrastbrightness
$phongamount
See also
- Phong materials
- $envmap (environment map)
- $lightwarptexture
- $rimlight