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$phong

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$phong is a material shader parameter for the VertexLitGeneric shader available in all Source Source games since Source 2006 Source 2006.

Phong shading provides Alyx's skin, hairband and lip highlights.

It is also available on the LightmappedGeneric and WorldVertexTransition shaders in all games since Counter-Strike: Global Offensive Counter-Strike: Global Offensive(also in Garry's ModXengineMapbase). It provides Wikipedia icon diffuse reflections at low intensity and Wikipedia icon specular highlights at apex intensity, masked by a texture which control per-texel its intensity. For a full explanation, see Phong materials.

Note.pngNote:Phong shading for LightmappedGeneric and WorldVertexTransition is only available in CS:GO engine branchStrata Source. It requires the material to be lit by the sunlight from a env_cascade_light entity to work properly and uses the dynamic shadows generated by it as a mask on top of the traditional phong masking. ((in all games since Strata Source) env_projectedtexture also affects brushes with phong enabled)
Icon-Bug.pngBug*:Garry's Mod Garry's Mod reads lighting direction for brush phong from env_sun instead; maps with multiple suns may not get accurate phong reflections on brushes.
Note.pngNote:Phong shading for LightmappedGeneric is also available in Mapbase Mapbase, but it is implemented differently.

Syntax

$phong <bool>
Note.pngNote:All parameters in the following example must be specified in the material, otherwise Phong shading won't show up at all, except in Insurgency Insurgency.
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

Warning.pngWarning:There are some caveats regarding $normalmapalphaenvmapmask and $selfillumfresnel when using $phong!


Phong requires mask. The alpha channel of a bump map acts as a Phong mask by default.
$basemapalphaphongmask <boolean> (in all games since Source 2007)
Shader(s): VertexLitGeneric
Use $basetexture's alpha channel as the Phong mask instead of $bumpmap's alpha channel.
Warning.pngWarning:Using this with $normalmapalphaenvmapmask will override the mask used for $envmap to be the contents of the $basetexture's alpha channel!
Warning.pngWarning:Garry's Mod Garry's Mod Using this with $normalmapalphaenvmapmask and $envmap renders in $envmap and $phong be masked by both $basemapalphaphongmask alpha channel and $normalmapalphaenvmapmask alpha channel.
$basemapluminancephongmask <boolean> (in all games since Left 4 Dead)
Shader(s): VertexLitGeneric
Mask phong intensity based on the brightness of the $basetexture.
Icon-Bug.pngBug:Basetexture Luminance will replace the mask used for $envmap, if $normalmapalphaenvmapmask is used.  [todo tested in?]
Icon-Bug.pngBug:Doesn't work in Garry's Mod Garry's Mod.  [todo tested in?]
A global exponent value. Overrides an exponent mask if present.
$phongexponent2 is for WorldVertexTransition's second material in CS:GO engine branch CS:GO engine branch.
Shader(s): VertexLitGeneric
A per-texel exponent map. In an exponent map:
  • Red channel: Exponent mask (size of highlight, 0-255, where a value of 0 is a large highlight, 255 small.)
  • Green channel: Albedo tint mask (only if $phongalbedotint 1, 0-255, where a value of 0 is no tint, 255 full tint.)
  • Blue channel: Nothing.
  • Alpha channel: $rimlight mask (only if $rimmask 1.)
Note.pngNote:LightmappedGeneric and WorldVertexTransition do not have support for $phongexponenttexture. You must use $phongexponent instead.
$phongexponentfactor <float> (only in Source 2013 MultiplayerTeam Fortress 2)
Shader(s): VertexLitGeneric
Multiply the exponent from the $phongexponenttexture by this amount.
Tip.pngTip: The default value of this parameter is "0.0". However, a more reasonable default value would be "149.0"
$invertphongmask <boolean> (in all games since Source 2007)
Shader(s): VertexLitGeneric
Invert the value of the phong mask.
Icon-Bug.pngBug:In Alien Swarms and Source 2013s Shadercode, using this parameter will invert the mask used for $envmap, not the one used for $phong!   [todo tested in?]
Confirm: Is this the case for all branches?
$forcephong <boolean> (in all games since Portal 2)
Shader(s): VertexLitGeneric
Force phong shading on phong-using materials even at low GPU levels when mat_phong is disabled.
$diffuseexp <float> (only in Left 4 Dead series)
Shader(s): VertexLitGeneric, Infected
Diffuse exponent used for dynamic lights only.
Note.pngNote:have this with $halflambert greatly decrease it effect.
$shinyblood <integer> (only in Left 4 Dead series)
Shader(s): VertexLitGeneric, Infected
Derive phong mask from areas that are more red than others. Only when variation is disabled.
Shader(s): VertexLitGeneric, Infected
Exponent for the above.

Brightness

Shader(s): VertexLitGeneric, LightmappedGeneric((only in Mapbase))
Phong brightness factor. Larger values create a more intense highlight, useful for surfaces like metal and glass.
Shader(s): VertexLitGeneric, LightmappedGeneric((only in Mapbase))
See Phong Fresnel ranges. Default is "[0 0.5 1]".
Note.pngNote:$envmap is also affected by these fresnel ranges if both it and Phong are enabled in a material.
Note.pngNote: drives the x component of a phongwarptexture if specified.
$phongdisablehalflambert <boolean> (in all games since Alien Swarm) (also in Garry's Mod,Mapbase)
Shader(s): VertexLitGeneric
Disables forced half-lambertian shading on Phong materials.
Note.pngNote:This parameter is effectively forced on in CS:GO engine branch CS:GO engine branch due to $halflambert being disabled.

Colors

$phongalbedotint <boolean> (in all games since Source 2007)
Shader(s): VertexLitGeneric
Tints the phong reflection by the color of the $basetexture. The amount of tint is defined by the green channel of $phongexponenttexture. A $phongexponenttexture must be specified in order for $phongalbedotint to work.
Warning.pngWarning:$phongalbedotint cannot be used with $phongtint. The later will disable the effect.
Note.pngNote:$phongalbedotint works by multiplying the $basetexture over the reflection, without darkening the albedo. The reflection will get dimmer as a result, so account for this in the phong mask or with $phongboost.
Note.pngNote:$phongalbedotint will tint highlights by the original color of the $basetexture even when the material is tinted by $color2 or rendercolor.
An example model showing how AlbedoTint appears on a model.
$phongalbedoboost <float> (in all games since Counter-Strike: Global Offensive) (also in Garry's Mod)
Shader(s): VertexLitGeneric
Phong albedo overbrightening factor. Ranges 0-255.
Note.pngNote: This will multiply the tint that is being applied to phong from $phongalbedotint.
Icon-Bug.pngBug: This does not work when using $detail.   [todo tested in?]
The Hunter without and with its $phongwarptexture, showing how it affects the Phong reflection.
$phongtint <RGB matrix> (in all games since Source 2007)
Shader(s): VertexLitGeneric
Color tint of the phong reflection.
Warning.pngWarning:This will override $phongalbedotint if both are used.
Note.pngNote: Also tints $rimlight
Breakdown of the $phongwarptexture: computed coordinates, texture and result
$phongwarptexture <texture> (in all games since Source 2007)
Shader(s): VertexLitGeneric
Used to create an iridescence effect, as seen on Episode Two's Hunters.
The highlight is multiplied with a texture. The coordinates of the sampled pixel are as follows:
x: 1 - (distance to the center of the highlight)
y: 1 - (fresnel component as computed by Phong Fresnel ranges)
Note.pngNote:Disables the initial phongfresnelranges masking
Icon-Bug.pngBug:Does not work in Left 4 Dead 2 Left 4 Dead 2.  [todo tested in?]
Brush phong in Counter-Strike: Global Offensive 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 CS:GO engine branch)(also in Garry's Mod)

Shader(s): LightmappedGeneric, WorldVertexTransition
The first value controls the contrast level between light and dark areas in the mask, and the second value controls the overall brightness.
$phongmaskcontrastbrightness2 is for WorldVertexTransition's second material.
Todo: Find out the range of both values.
Shader(s): LightmappedGeneric, WorldVertexTransition
The first 3 values control the color tint, and the fourth value controls the brightness. The fourth value can go beyond 1, but affects the brightness of the whole texture, not just the highlight.
$phongamount2 is for WorldVertexTransition's second material.
Shader(s): LightmappedGeneric, WorldVertexTransition
Allows the $basetexture and/or $basetexture2 to tint the color of the Phong highlight.

Console Commands

mat_phong <boolean>
Disable or enable phong shading. Default 1.

See also

External links