$phong
< Es
$phong
es un UNTRANSLATED string "shader parameter" see Template:This is a/strings disponible en todos los juegos de Source desde Source 2006.
También está disponible en sombreado
LightmappedGeneric
y
WorldVertexTransition
en todos los juegos desde Counter-Strike: Global Offensive. proporcionando reflexión difusa a baja intensidad y resaltado especular, enmascarados con una textura que controla su intensidad mediante téxeles. Para una explicación completa, véase materiales phong .
Nota:El sombreado phong
LightmappedGeneric
y WorldVertexTransition
solo está disponible en CS:GO rama de motor. Es necesario que la luz solar ilumine el material de una entidad env_cascade_light
para que funcione adecuadamente y usa sombras dinámicas generadas como máscara sobre las máscaras de sombreado tradicional ((en todos juegos desde ) env_projectedtexture 4
también afecta a los sólidos con sombreado phong activado).
Nota:El sombreado phong para
LightmappedGeneric
también está disponible en Mapbase, pero se implementa distinto.Importante:En Black Mesa el reflejo de Lambert para nuevas iluminaciones no funciona. Por tanto las mallas con $phong o $halflambert reciben luz de TODOS lados perpendicularmente. Si quieres usar $phong o $halflambert puedes corregir esto añadiendo para el material VMT el parámetro
"$halflambert_gbuffer_off" "1"
.Contents
Sintaxis
$phong <bool >
Nota:Todos los parámetros del siguiente ejemplo deben estar especificados en el material, de otro modo el sombreado phong no se muestra, excepto en Insurgency.
- Pendiente: Otros juegos que no necesitan parámetros phong (como Portal 2 en adelante)
VertexLitGeneric
{
$phong 1
$bumpmap [texture]
$phongexponent 5 // either/or
$phongexponenttexture [texture] // either/or
$phongboost 1.0
$phongfresnelranges "[0 0.5 1]"
}
Parámetros
Enmascarado
Aviso:There are some caveats regarding
$normalmapalphaenvmapmask
and $selfillumfresnel when using $phong
!- Using $selfillumfresnel without
$normalmapalphaenvmapmask
will mask the$envmap
using the$basetexture
's alpha channel. - Using $selfillumfresnel with
$normalmapalphaenvmapmask
will multiply the$envmap
by0.0f
. Effectively disabling the effect! - When not using $selfillumfresnel. The mask used for
$envmap
will be the$basetexture
's alpha channel unless$normalmapalphaenvmapmask
is also used. - If
$normalmapalphaenvmapmask
is used, the$bumpmap
's alpha channel will be used for Phong masking. Using either$basemapalphaphongmask
or$basemapluminancephongmask
will override it.
Phong requires mask. The alpha channel of a bump map acts as a Phong mask by default.
Shader(s): VertexLitGeneric
Use
$basetexture
's alpha channel as the Phong mask instead of $bumpmap
's alpha channel .
Aviso:Using this with
$normalmapalphaenvmapmask
will override the mask used for $envmap
to be the contents of the $basetexture
's alpha channel!Aviso: 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.
Shader(s): VertexLitGeneric
Mask phong intensity based on the brightness of the
$basetexture
.
Error:Basetexture Luminance will replace the mask used for
$envmap
, if $normalmapalphaenvmapmask
is used. [todo tested in?]Error:Doesn't work in Garry's Mod. [todo tested in?]
A global exponent value. Overrides an exponent mask if present.
$phongexponent2
is forWorldVertexTransition
's second material in CS:GO rama de motor.
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
.)
- Nota:
LightmappedGeneric
andWorldVertexTransition
do not have support for$phongexponenttexture
. You must use$phongexponent
instead.
Shader(s): VertexLitGeneric
Multiply the exponent from the
$phongexponenttexture
by this amount. Consejo: The default value of this parameter is
"0.0"
. However, a more reasonable default value would be "149.0"
Shader(s): VertexLitGeneric
Shader(s): VertexLitGeneric
Force phong shading on phong-using materials even at low GPU levels when
mat_phong
is disabled.
Shader(s): VertexLitGeneric, Infected
Diffuse exponent used for dynamic lights only.
Nota:have this with
$halflambert
greatly decrease it effect.
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.
Brillo
$phongboost <float >
Shader(s): VertexLitGeneric, LightmappedGeneric((solo en ))
Phong brightness factor. Larger values create a more intense highlight, useful for surfaces like metal and glass.
See Phong Fresnel ranges. Default is
"[0 0.5 1]"
.
- Nota:
$envmap
is also affected by these fresnel ranges if both it and Phong are enabled in a material. - Nota: drives the x component of a phongwarptexture if specified.
Shader(s): VertexLitGeneric
Disables forced half-lambertian shading on Phong materials.
Nota:This parameter is effectively forced on in CS:GO rama de motor due to
$halflambert
being disabled.Colores
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.
- Aviso:
$phongalbedotint
cannot be used with$phongtint
. The later will disable the effect. - Nota:
$phongalbedotint
works by multiplying the$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
. - Nota:
$phongalbedotint
will tint highlights by the original color of the$basetexture
even when the material is tinted by$color2
orrendercolor.
Shader(s): VertexLitGeneric
Shader(s): VertexLitGeneric
Color tint of the phong reflection.
- Aviso:This will override
$phongalbedotint
if both are used. - Nota: Also tints
$rimlight
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)
- Nota:Disables the initial phongfresnelranges masking
- Error:Does not work in Left 4 Dead 2. [todo tested in?]
Parámetros de sombreado de sólidos (solo en )(también en )
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 forWorldVertexTransition
's second material.- Pendiente: 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 forWorldVertexTransition
's second material.
Shader(s): LightmappedGeneric, WorldVertexTransition
Allows the
$basetexture
and/or $basetexture2
to tint the color of the Phong highlight.Comandos de consola
mat_phong
<boolean >- Desactiva o activa el sombreado phong. Por defecto 1.
Véase también
- Materiales phong
$envmap
(mapa del entorno)$lightwarptexture
$rimlight
Enlaces externos
- $Phong en sólidos*: The Hacky Way: Una guía de TF2maps.net sobre cómo aplicar falsos $Phong en sólidos para juegos previos a CS:GO. También se puede usar para hacer phong falsos en objetos del mapa iluminados por vértice, sin reducir su calidad.
- SubstancePainter Sombreado phong complejo en motor Source