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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 | 1138 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.

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