
- Bump Mapping – This feature uses normal maps to perturb the surface normals when calculating Diffuse, Specular and Reflection lighting vectors. 1.
- Dirt Mapping – This texture is a standard color texture that multiplies the colors onto the diffuse texture and the specular texture, whichever channels the user defines via the booleans: Dirt Map Affect Diffuse? and Dirt Map Affect Specular?
- Diffuse, Specular, Incandescent and Reflection Based Illumination – The shader draws illumination from 3 different sources: point light, incandescence and reflections. The point light drives the diffuse and specular illumination. Incandescence is mapped with a color channel and additional texture channel. Reflection based lighting is calculated through a lower MipMap lookup of the reflection texture and applied with addition.
- Vertex Coloration – Vertex coloration allows users to bake ambient occlusion, diffuse-diffuse reflections or direct scene lighting information into the vertices without taking a diffuse, spec, incandescent or dirt texture channel.3.
- Fresnel Reflections, Fresnel Ramp Remap Texture and Fresnel Reflection Softness - * Fresnel Reflections – uses facing ratio calculation to define areas that are more reflective based on glancing reflected angles form the viewer * Fresnel Ramp Remap Texture – uses a 2D map where the UV coordinates are defined as: U = “Fresnel Slider” and V = facing ratio. 2. * Fresnel Reflection Softness – will soften the reflection where the surface points more toward the viewer
- Float3 Color and Color Texture Inputs for Multiple Features – Multiple channels support input for both a float3 color channel and a color texture assignment. The supported features are: incandescence, diffuse, specular
- Light Position and Light Color – define the position and color of a point light
Download from this link last updated: Oct 21, 2010 @ 5:23p PST
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