Thanks guys ! When this shader will be finished I will released it yes. So a little update on this : Without Color Ramp : With Color Ramp : With Color Ramp and Shadows : Ambient lighting only : I've added ambient term using cubemap ( same technique as valve ). Added ambient scattering ( experimental ). Added AO. ( not sure…
At the moment it cost 125 instrucitons and I'm still using full hsl code for my specular and backface term. I'm sure I can leave some other instructions. It use one normal map with specmap in the alpha, a diffuse map with ao in the alpha, a cubemap, a thickness map and two look up texture ( 256*256 ). That's makes lot of…
Looks good, is the Diffuse a Lambert based material with Blended Normals or something else? Because currently, UDK doesn't allow direct access to shadows, so anything like Half-Lambert, etc which doesn't rely in the standard Lambert formula will end up looking crap (unless you modify the .ini file in the UDK directory to…