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Anyone figure out what Phongalbedotint does?

Just wondering if anyone found out what the Phongalbedotint does, I'm guessing that it actually uses the colors in the phongexponent texture to determine what color the highlight will be, I say this because on many of the l4d2 textures that have this value set to one have exponent textures that are colored. --Stoopdapoop 13:56, 9 August 2010 (UTC)

Well I believe the albedo is the basetexture so I'd assume it tints the basetexture. --Omnicoder 17:37, 9 August 2010 (UTC)
I've never used that command but I expect that it works the other way around, with the basetexture colour value tinting the phong reflection. --TomEdwards 18:57, 9 August 2010 (UTC)

Base luminance phong mask?

Can anyone figure out what $basemapluminancephongmask does? Because it seems interesting to find out what things it can do. --Breakin' Benny 16:37, 10 December 2010 (UTC)

Phong matering with envmap?

Can a Phong material also have the $envmap parameter? I tried it, but got some strange results. --Pandaboy 12:51, 22 June 2013 (PDT)

Phong on WorldVertexTransition (CS:GO)

I think it'd be important to point out that phong in CS:GO on WorldVertexTransition uses $phongMaskContrastBrightness2, $phongexponent2 and $phongAmount2 for the other texture, as in $basetexture2 and so on. If the former is not specified, it will fall back to default parameters for the second texture. --MrPuhur (talk) 12:44, 28 July 2016 (UTC)