This document discusses wrapped diffuse shading. It is used in Team Fortress 2 to provide a more subtle reflectance by wrapping a hemisphere around the shading model. Wrapped diffuse is similar to half Lambert shading and is commonly used to represent subsurface scattering and particle lighting. The wrapped function uses half Lambert to sample values from a 1D wrapped diffuse texture. Team Fortress 2 implements this by precomputing lighting calculations in a texture to improve performance. Code examples are provided for specular fresnel, primary specularity, rim fresnel, upward ambient rim, and mixing the components for the final shading result.