it's a simple texture lookup (gradient map) based on light contribution - i.e dot(light direction, surface normal)
the nice thing here is that rangaros has used curve assets instead of textures to define the gradients. This replaces the engine modification described in the article anbd lets the artist piss around with the values in realtime.
I'm now gonna steal that idea for something I'm working on so I'm glad this bubbled up to the surface
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Awesome Work! Is there anyway you can show the process for making the shader? Thanks!
it's a simple texture lookup (gradient map) based on light contribution - i.e dot(light direction, surface normal)
the nice thing here is that rangaros has used curve assets instead of textures to define the gradients. This replaces the engine modification described in the article anbd lets the artist piss around with the values in realtime.
I'm now gonna steal that idea for something I'm working on so I'm glad this bubbled up to the surface