It is! It's a custom lambert + Blinn-Phong specular shader with a normal map and a diffuse color :) This is pretty much what it does internally when you have Blinn-Phong on. dot(L,N) is the Diffuse term dot(N,H) is the Specular term, which has a power to make the glare smaller :) The diffuse is multiplied by a color, which…
I said last time that 0.15 would be the last version before public release, but I changed my mind, due to having done some major changes in the system. 0.16 should be the last version, for real this time! It's also out now! Here's the changelog for Shader Forge Beta 0.16: • New Main input: Custom Lighting (Run per-light…
You can already combine them wtih Skyshop as it is, but it's a bit finnicky :) Skyshop cubemaps are generally in HDR, so you need to multiply them by their Alpha channel, and then a value of 6 ( I think ). The diffuse cubemap should have the normal direction as its DIR input, and needs to be plugged into Diffuse Ambient…
I've realized the changes I'm doing now is going to tear up pretty much single aspect of the shader compiler, and be rewritten completely. This is going to take quite a lot of time, but I will try to keep you all updated on the progress! So, a little status update: The idea with 1.0 has been to do some of the most…
To make everything simple, I didn't use normal and specular maps for each diffuse and instead I used one specular and one normal map for this material. (As you've noticed, there are 2 diffuse maps).
It's a bit more complex than that, if you consider what constitutes as indirect light. Masked by Diffuse AO: Diffuse IBL, Ambient lighting, Indirect lightmap light, Light probes Masked by Specular AO: Specular IBL Right now there are no nodes for doing lightmaps and/or light probes though
I've now updated the node documentation with the main node, along with animated .gifs of almost all inputs so far :) http://acegikmo.com/shaderforge/nodes/ Diffuse Specular Gloss Normal Emission Transmission Light Wrapping Alpha Alpha Clip Refraction Diffuse Ambient Light Specular Ambient Light Custom Lighting Outline…
Hey guys, I seem to be having a small issue with an old shader I'm revisiting. I've created a shader that utilizes two textures; one diffuse texture and a "shadow" texture that allows me to create custom textured self shadows. It works fine and dandy, however, with the use of a single light. Once I add a secondary light,…