SurfaceGGX
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SurfaceGGX
is a material shader available in the following Source engine games:
Day of Infamy , Insurgency . It was first introduced in Day of Infamy and back ported to Insurgency. It supports PBR.
Bug:This shader won't receive light properly from env_projectedtextures like the player's flashlight, instead making the material appear pure black. If the player is allowed to use a flashlight, the best case scenario is to only use this shader on props in lit up areas. This shader applied to weapon view models is safe from this however. [todo tested in?]
Supported Parameters
[[$basetexture|$basetexture]] <void>
Diffuse texture.
Normal mapping.
Bug:Animated bump maps aren't possible as the shader lacks the
$bumpframe
parameter. [todo tested in?]Color tinting.
Detail texturing.
Specular reflections.
[[$alphatest|$alphatest]] <void>
Alpha testing.
Metalness Parameters
Enables use of the green channel of
$phongexponenttexture
.Despite the name, this is a mask that defines the metalness of the material.
Specular/Gloss Parameters
Enables PBR reflections.
A mask for specular and glossiness.
$pbr
must be enabled to work.Misc. Parameters
Enables a asperity/fuzz scattering pass on the material.
Multiplier for the fuzz effect, default is 1.0.
Multiplier for roughness.
Todo: More detail, what is roughness?
Enables subsurface scattering on the material.
Todo: More detail.
Enabling disables
$envmap
reflections. The shader will use $envmap
by default even if it isn't specified, unless this is enabled.Configuring the masks
$phongexponenttexture
The RGB channels of $phongexponenttexture
is configured as follows:
Channel | Data |
---|---|
Red | Glossiness (roughness inverted) |
Green | Metalness inverted |
Blue | Sub-surface scattering mask |
$metal
must be set to 1
in order to use the green channel.
Note:
$fuzz
and $detailnormal
use the inverse of the blue channel.$masks
The RGB and alpha channels of $masks
is configured as follows:
Channel | Data |
---|---|
RGB | Specular tint |
Alpha | Glossiness |
$pbr
must be enabled to make use of $masks
.
See also
- WorldGGX, similar shader used for brushes and displacements.