effect reflection fresnel point-light ambient-light directional-light
This example shows how to apply one-pass-per-light shading to a plastic surface. The shading is done in DX9 ps2 - pixel shaded.
In this example, there are two point sources, one without falloff and one with "real" quadratic falloff, an infinitely-distant source, ambient light, and a fresnel reflection.
What's up with the blend modes in this shader?
It seems like when you spread it they're always on a weird blend mode, or there's something up with the alpha.
sounds like some ATI/Nvidia incompatibility to me.
I'm using a GTX480.
Dottore, can you shed any light on this?
And thanks for your wicked shader sharing!
same here on a gtx46o
i see transparency when i spread or when using mesh with subsets.
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