SurfaceGGX

From Valve Developer Community
Jump to navigation Jump to search

SurfaceGGX is a material shader available in the following Source engine games: Day of Infamy Day of Infamy , Insurgency Insurgency . It was first introduced in Day of Infamy and back ported to Insurgency. It supports PBR.

Icon-Bug.pngBug: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

Diffuse texture.
[[$bumpmap|$bumpmap]] <void>
Normal mapping.
Icon-Bug.pngBug:Animated bump maps aren't possible as the shader lacks the $bumpframe parameter.  [todo tested in?]
[[$color2|$color2]] <void>
Color tinting.
[[$detail|$detail]] <void>
Detail texturing.
[[$envmap|$envmap]] <void>
Specular reflections.
[[$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.pngNote:$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.