I haven't started writing my own shader from scratch yet. I'm working on an expansion pack for a game that happens to need a graphical update. The graphics programmer at our company is booked solid working on another title. So we're having to make due with a programmer who's never done graphics before and myself. We're…
My example isn't quite an exact look... it's more the concept that I would like to be able to write into my shader. I'm interested in creating a shader that will handle this dynamically based on the light. Offsetting the hue and saturation automatically based on the light color.
@artquest - are you interested in learning this stuff on a theoretical level or for actually practical use? The discussion is advancing very quickly but it would be much more productive if we could see some of your code and help you along in manageable steps. For example, you should really get a shader working with one…
Elaborating on Specter's point, as long as you're not talking about fancy multiple colors per team, you can multiply a flat color on top of the diffuse, via a mask. This way your team color map will go from a full color RGB map to a single channel (ie, grayscale). Depending on your other maps, you can either stick this in…
hrm... so I guess inside nvidia fx composer it's just that my light color wont allow me to to above 1. I'll have to add an intensity multiplier like you suggested. Thanks! However I'd still like to look into doing the diffuse calculation in an additive manner. Because my end goal is to create a shader that takes into…
Not exactly sure I understand what you want to achieve. But from what I understand you want the resulting color to be "blown out", i.e. go brighter than the diffuse-texture color right? Sounds like default behavior to me. I mean, the equation is diffuse light * diffuse texture. So by having a light source which is above…
I started my learning by taking apart Ben Cloward's shaders and putting 'em back together again, figuring out what does what and why. They're also very well-documented, which helps a ton: www.bencloward.com/resources_shaders.shtml After that I grabbed Luiz Kruel's shader production DVD from Eat3D, which in addition to…