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UDK - Math - Rho Formula (any tips)?

polycounter lvl 12
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Ace-Angel polycounter lvl 12
Hey to all,

I have been trying for the better part of the day to find the formula for Rho, in a simple manner that would make me avoid having to make a manual texture lookup for it in UDK.

However, most of the them use math which I'm unable to translate in UDK or didn't quite grasp.

Does anyone have the HLSL/shader formula for Rho or point me as to where to find it? This is what I found so far for HLSL:
rho = dot(light.Direction, L)

Cheers.

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