» PlasticDX9multipass
This site relies heavily on Javascript. You should enable it if you want the full experience. Learn more.


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.


22.06.10 [18:13 UTC] by dottore | 1085 downloads

mrboni 14/01/2011 - 14:25

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.

Any ideas?

kalle 14/01/2011 - 17:20

sounds like some ATI/Nvidia incompatibility to me.

mrboni 18/01/2011 - 14:23


I'm using a GTX480.

Dottore, can you shed any light on this?

And thanks for your wicked shader sharing!

levi 16/02/2011 - 15:58

same here on a gtx46o

i see transparency when i spread or when using mesh with subsets.

anonymous user login


~2d ago

dawoof: Did u use the NVAPI to do the warping and other functions?

~3d ago

manuel: @dawoof I did. Just some tests. with the sync card you get no tearing thats great.

~4d ago

dawoof: has anyone used nvidia MOSAIC and VVVV? (without vioso or automated callibration)

~4d ago

joreg: mystery surprise guest at #vvvv meetup number 9 in #berlin coming tuesday: 9-berlin-vvvv-meetup

~5d ago

mediadog: @dawoof I use Screen Capture Recorder to put my desktop in VR, it provides a virtual webcam: https://sourceforge.net/projects/screencapturer/files

~6d ago

TremensS: Just one step further, reinstalling VC++2012 did the trick! This might help anyone having the same surprise...

~6d ago

TremensS: Hey! Since Win10 update last night, all my Assimp nodes are red in both beta36/38. Tried reinstalling VC++2013/2017. Any hints?