$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 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
$bumpmap
$basemapalphaphongmask
$basemapluminancephongmask
$phongexponent
$phongexponenttexture
$phongexponentfactor
$invertphongmask
$forcephong
$diffuseexp
$shinyblood
$shinybloodexponent
Brightness
$phongboost
$phongfresnelranges
$phongdisablehalflambert
Colors
$phongalbedotint
$phongalbedoboost
Brush phong in 
 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 
)
$phongmaskcontrastbrightness
$phongamount
$phongbasetint
Console Commands
- mat_phong <boolean>
 - Disable or enable phong shading. Default 1.