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Phong is a new 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
  • Occlusion Map - $ambientocclusiontexture - Blocks phong from being applied in regions of the texture. The more black the less phong. (Or so I think)

VMT Parameters

Exponent Map

Occlusion Map

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