this is really simple. you just multiply the ao map with the ambient lighting. no inverse dot products or linear algebra neccessary. i like to post pictures so here's an example in unity. here the diffuse map is just a solid color but using a texture instead obviously isn't a problem. actually getting ambient light is the…
hello poly counters.Im wanting to create a shader but i have no clue how to do so.there mite be a shader that already does what i need,if so then could someone please point me in the direction? Anyways,ill try to explain the best i can about the shader i need. Basically,i want to be able to do the following: Have a diffuse…
Sorry for the long reply, completely got wrapped up in other stuff and forgot to reply.but thanks equil,that actualy really helps alot.Once me and my friend recreate your shader,ill post some examples for you all to look at if your interested. thanks again guys!