Direct3D HLSL Programming using RenderMonkey IDE

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

14.12.2012 Views

Assembling Final Color // Compute glossy highlights using values from gloss map: float fGlossValue = fGloss * ( saturate( dot( vNormal, Half )) * gloss_scale + gloss_bias ); // Assemble the final color for the wings baseColor += fGlossValue * iridescence; Assemble final wings color Compute gloss value based on the original gloss map input and < N, H> dot product Game Developer Conference, San Jose, CA, March 7 th 2003

Example of Translucent Iridescent Shader Game Developer Conference, San Jose, CA, March 7 th 2003

Example of Translucent<br />

Iridescent Shader<br />

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

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