$basemapluminancephongmask is a very simple, easy to recreate effect. All it does is use the luminance of texels in $basetexture for phong masking. Using a grayscale copy of the base texture for an alpha channel achieves the same effect.
Also adding mat_treesway as a ConVar would be nice.
Materials from Left 4 Dead use these for phong masks, the code for $shinyblood is linked below. https://github.com/Enhanced-Source-Project/Enhanced-Source/blob/master/src/materialsystem/deferredshaders/common_shinyblood_fxc.h
$basemapluminancephongmask is a very simple, easy to recreate effect. All it does is use the luminance of texels in $basetexture for phong masking. Using a grayscale copy of the base texture for an alpha channel achieves the same effect.
Also adding mat_treesway as a ConVar would be nice.