So something came up today when I was going over my Blinn shader. As I've been taught, the half-angle vector is calculated in the fragment shader, and is equal to normalize(lightDir + viewDir). This ...
Hello I wrote a simple OpenGl program using GLSL to render a simple uv mapped plane using the normal mapping technics. Here's the display with a simple phong shading (without normal mapping) : Now ...
I recently started using custom shader. Shader can do diffuse and specular lighting and normal mapping. But normal mapping is causing really ugly artifacts (some sort of pixeling noise) for textures ...
Recently I stumbled upon a demo reel in UDK about how one can attain beautiful results using just one (rather tiny) texture that's being sent to the shader pipeline. The famous link is this one. ...
Reading this post I found out that 3dsMax might not use the same tangents when rendering normal mapped objects. In my case, I was using Ogre and OgreMax to analyze results and they were very ...
How can I use the dualforward parameter in my unity shader to use lightmaps and normal maps together? [closed]
I'm using the free version of unity and I would like to combine lightmaps with specularity and normal maps. After doing a -bunch- of research, I've figured out that there doesn't seem to be any easy ...