Everything one might need to understand the shader is available in the file. Please go ahead and try it!
Currently confirmed working for 3DS Max and Maya 2009+
Hey guys! I went ahead and worked with Ace-Angel, and I rewrote the shader from scratch. That being said, we're going to call this version 2.0+ since it's a complete overhaul.
-Half-Lambert Diffuse Term with controllable Falloff!
-Additive Rimlighting for make your models pop!
-Phong Specular, non-of-that-Blinn-nonsense!
-Fresnel Ranges from heaven to sea!
-Mask support, AS SEEN ON DOTA2!
-All them fancy effects Valve uses!
Changes in Version 2.3
-Changes: Specular and diffuse calculation combined
-Changes: Removed "Custom Fresnel Ranges" for specular and rim terms
-Changes: Reworked "Fresnel Color Warp"
-Changes: Alpha test culling
-Bug: Fixed sRGB read on diffuse/albedo texture and output final lighting in linear color space
-Bug: Fixed some issues with diffuse warp, and other warps. UVW Adresses were not set to "CLAMP" causing artifacts to show ( 3DS Max )
-Added: "Fresnel Warp" texture sampler. This is also known in the .vmt as $fresnelwarp ** NOT to be confused with $freselcolowarp **
-Added: Specular warp
-Added: Option to toggle on Mask 1 and Mask 2, with ideal default values
-Known Issues: Weird issue with diffuse warp( Maya ), strange lines on the model when using IBL cubemap( Maya )