Direct3D HLSL Programming using RenderMonkey IDE

Direct3D HLSL Programming using RenderMonkey IDE Direct3D HLSL Programming using RenderMonkey IDE

14.12.2012 Views

RenderMonkey Veined Marble Example • Intuitive parameters control the final look: – ambient / diffuse / specular material colors and coefficients; – contributing light color and global ambient; – noise amplitude and frequency – vein turbulence sharpness and frequency • HLSL_stones.xml – Veined marble Effect Game Developer Conference, San Jose, CA, March 7 th 2003

Veined Marble Shader Algorithm: Basic Steps 1. Generate noise value 2. Determine vein turbulence using noise 3. Blend vein color with base solid material 4. Shade using a diffusely reflected light 5. Add specular highlights Game Developer Conference, San Jose, CA, March 7 th 2003

<strong>RenderMonkey</strong><br />

Veined Marble Example<br />

• Intuitive parameters control the final look:<br />

– ambient / diffuse / specular material colors and<br />

coefficients;<br />

– contributing light color and global ambient;<br />

– noise amplitude and frequency<br />

– vein turbulence sharpness and frequency<br />

• <strong>HLSL</strong>_stones.xml<br />

– Veined marble Effect<br />

Game Developer Conference, San Jose, CA, March 7 th 2003

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