I present to you - the SuperPhong!
What started as a personal learning project grew into a multi purpose effect,
which combines lighting and material setup in one enormous shader.
Everything should be spreadable as expected, so you can do the shading for a whole scene with this single effect.
Check out the girlpower for different usage scenarios.
this is beautiful! thanks a lot!
wow, amazing shader, well done ;)
that's fucking sick bruh!
Really like it! Is there a way to spread the texture transform? Right now it is always using the first slice of transforms for all instances of an object.
the texture transform is currently not spreadable as it should be. will fix this in next update. for now you could use a TransformTexture effect to scale the textures per instance.
Does this work in 50beta35 64bit or did I miss something on the install?
Should be working in 50beta35. The problem is DX11 1.0, because all Dynamic Buffers are set to "Dynamic" now. If you set them back to "Default" in the Inspector it shoud be working. There is a whole bunch in the light module.
Also, new version of Superphong will be out soon.
Ok, cheers. Looking forward to new version!
As a side note this has been fixed in 1.0.1 (which is in contrib page already)
Cool, thanks for the quick fix!
The new version has a couple of changes. The light blending has been overhauled a bit. Now all the lights - image based lighting and phong lights - are treated the same way and reflections are blended with the fresnel term. This means, there is no RimLight anymore, but Global Reflection Color, Global Diffuse Color and Material Color. Also there is only one set of fresnel values for everything reflective. See girlpower for how it works. This should feel a lot more natural.
Also fixed some bugs and spreading problems.
Also new: No tiling mode. This avoids strong repitition of textures by using this code by Inigo Quilez: http://www.iquilezles.org/www/articles/texturerepetition/texturerepetition.htm
Thanks, great work!
This is a properly shaded teapot.
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