- 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:
- Channel R: No effect
- Channel G: After sampling, remap VdotN to obtain the final blinn-phong specular Fresnel mask
- 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)