heyho updated my main shader to 0.60 changes since v0.58 - completely reworked the code by hand going away from shaderFX. So I can clean up the code and I have more control over it. - improved the sss-fake - improved the rim lighting, it's now softer and easier to handle - added cubemap blurring per value or per gloss map…
(ok I´m creating a separate therad to make it easier to find the thread and to keep stuff together) while I´m working on some custom models for tf2 i thought it would be faster to see the tf2-shader already in the max viewport.. this shader is more like a fake of the original tf2 shader but it´s already helping to get an…
Bal is right, you can get the TF2 look with my shader as well. It has Half Lambert, ambient cube, rimlight (3 kinds actually) and spec and gloss control with maps. There's just no ramped shading, but I light add it. It might be a little harder to achieve it in my shader just beacuse there are so many settings. But if you…
Hey Charlotte, it's because ramped shading requires a texture to work. If you're not afraid of the technical side behind it ;) : the shading calculation returns a value between 0 and 1. Instead of multiplying this to darken the unlit areas, this value is used as a UV-coordinate for a gradient ramp texture. Since a gradient…