Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

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Phong + : Shader Improvement Collection
   
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FX: FX
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101.662 MB
Jan 19 @ 1:45am
Jan 23 @ 5:21am
6 Change Notes ( view )

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Phong + : Shader Improvement Collection

Description
==WARNING==

You must launch the game from the Shader Modding Support Launcher (SMS Launcher). Otherwise the shaders will not compile properly!
https://steamcommunity.com/workshop/filedetails/?id=3410344592
See its workshops page for details usage information

Known compatibility issue: if you want to use the Cold War Alter 1971 mod, you must remove the shader folder from its gamlogic.pak. For some reason this mod(1971) carries an old copy of the goh shader file, causing shader files to be messed up and not compile properly.
==WARNING==


1. Introduction

This mod is a shader improvement mod designed to improve the rendering of Gate of Hell by modifying the code in the resource/shader folder.
It is fully compatible with the original shader, meaning that what is already there will not be broken by the added features.


2. New Features

  • Physically based fresnel rim light
  • Metal Simulation
  • Emissive and Ambient Occlusion Mapping support

2.1 Fresnel Effects

A global Fresnel rim light has been added, still controlled by rim light related settings and parameters.
The new rim light depends on the physically based algorithm,
and globally supports the following features:
  1. Main directional light color affects rim light color
  2. Shadow affects rim light brightness.

If the new mtl expression is replaced, the following features are also supported:
  1. Specify pixel-by-pixel f0 (base reflectivity) characteristics from textures
  2. Fresnel colors sampled from environment textures

2.2 Metal Simulation

Metallic simulation support has been added for mixing traditional phong specular highlight with metallic reflections via metallic masks.
The following features are specifically supported:
  1. Specify pixel-by-pixel metallicity from textures
  2. Metallic reflection color sampled from environment textures

2.3 Emissive and Ambient Occlusion Mapping support

Support for Emissive and Ambient Occlusion (AO) textures has been added.
The following features are supported:
  1. Specify pixel-by-pixel Emissive intensity and AO intensity from textures
  2. Calculate AO effects based on changes in light intensity



3. Developing Guide for Modders
Features other than some of the Fresnel effects require the developer to update the mtl to obtain them.

New mtl and texture samples for preview images and testing can be found in the mod/resource/entity/misc/materials/phong+ folder.

3.1 mtl Structure
When both of the following elements exist:
  • {height "xxx"}
  • {lightmap "xxx"}
The shader will activate new rendering feature support.

The height element, which was used for parallax mapping of ground textures, is now used for indexing environment textures.
The lightmap element, which was used for pre-baking lightmaps, is now used to store a four-channel mask map.

In addition, an extra parameter, {parallax_scale 00000}, is used to turn each shader feature on and off.


3.2 environment texture
An environment texture is a texture that stores ambient light information, which we sample to obtain virtual ambient light.
The pre-made environment texture is stored in mod/resource/texture/common/envmap, which contains environment textures for six scenarios: spring, summer, fall, winter, desert, and night. The maps for the summer, fall, winter, desert, and night scenarios have been renamed to allow for automatic in-game switching.
These maps were obtained from Poly Haven via the CC0 License. We would like to thank the artist and the website for their selfless contributions!

You can simply index our preset textures via {height “$/envmap/env”}.

3.3 Mask Texture
mask texture consists of four channels, which are represented as follows:
Channel
Meaning
Value Mapping
Red
Metallic
The brighter it is the more metallic it is.
Green
f0 (base reflectance)
The brighter the reflectivity the higher. Generally considered 0.2 = average object, >0.5 = metal.
Blue
AO (Ambient Occlusion)
The darker it gets the deeper the shadows are.
Alpha
Emissive
The brighter it is, the stronger the emissive.

The recommended mask map suffix is mask, so the sample mtl element is: {lightmap “flak36_mask”}

3.4 Feature Status Parameters
When shader features are activated, it will be necessary to control the startup of the shader feature via the parallax_scale entry. (The default value of this parameter does not open any feature.)
We map each digit of this parameter to the on/off state of a feature, as follows:
Nth digit
4
3
2
1
0
Feature
Metallic Mask
f0 pixel-by-pixel values
AO
Emissive
Fill Bit (no effect)

So there are sample values as follows:
{parallax_scale 11110} Turn on all features.
{parallax_scale 1110} Turns on all features except metallic.
{parallax_scale 10000} Use only the metallic mask.
{parallax_scale 0} Special state, don't use it.

3.5 Shader Development Guide
I will (sooooon!) be writing this on my website and github.

4. Special Thanks
Special Thanks to
  • @Aegon(Kiva) for modeling the sample material sphere and development help.
  • @ordos for development help.
  • Poly Haven thanks again for the free environment textures!
  • All the authors of the rendering guides consulted during development.
for their contributions made during development!

5. Support my Work
If you like my work, please give this mod a positive rating, I'd appreciate it =)

If possible, you can directly support my work in the following ways:

Ko-Fi [ko-fi.com]

mbd [mbd.pub]
7 Comments
FNSOIDATHQ  [author] Jan 22 @ 4:26am 
Burak,
Better do this with f6 environment.
If you adjust the values wisely, you can achieve anywhere from seeing nothing to being completely white.
Burak Jan 22 @ 1:00am 
I want darker nights in game. Can u do that, (verk dark)
FNSOIDATHQ  [author] Jan 20 @ 8:48am 
Burak,
Sure, I haven't written an official mod description yet. There are a lot of things to be done before that.
Burak Jan 20 @ 8:26am 
Can you upload before after ss so let us see dfference
FNSOIDATHQ  [author] Jan 19 @ 9:59am 
Hunson Abadeer,
These issues highly possible means there is a shader compile error occur on your pc.
Please send me the game log when you encounter these problems again. I will check and find out what to do to fix them.
Hunson Abadeer Jan 19 @ 9:43am 
I have 2 FPS with this launcher. Also, the roof textures of houses flicker with squares when you move away from them. HDR on.
KISEKI Jan 19 @ 2:48am 
最强mod:steamthumbsup: