@Far: No idea which Ward you mean, sorry. I tried Aniso-Ward, but it still needs UV's in my case, based upon this code here: http://content.gpwiki.org/index.php/D3DBook:%28Lighting%29_Ward Here is an example in node format what the shader might look like, and the UV edge issue that can pop up ( in UDK for example:…
Hey peeps, As the title says, I was wondering if anyone knew of any paper that discussed the code of a UV-less Aniso shader, which worked more with the pixel/vertex information and Normal maps. Cheers.
I dont have the ability to explain the fine details of how that aniso function works, but here are some ideas the angle is in radians, thats why they reference PI, except instead of being 0 to 2PI its -PI to PI but this doesn't really matter I think you dont need to worry about the 3dtexture, the angle can be a user input…