Argh! I can't believe I missed that. So many damn channels to keep track of! ;) Quick Fix: 3DS Max https://dl.dropbox.com/u/8510078/Dota2/Dota2Hero_Shader_2.0/Dota2Hero_Shader_2.0_Max.fx Maya https://dl.dropbox.com/u/8510078/Dota2/Dota2Hero_Shader_2.0/Dota2Hero_Shader_2.0_Maya.cgfx
You're right... It should be this!finalSpecular *= lerp(albedo, fSpecularColor, mask2.b); but instead I had this for some stupid reason. finalSpecular *= lerp(finalSpecular, albedo, mask2.b); Can't believe I missed that! xD Fixed it though! 3DS Max:…
Whoops, I can't believe I forgot to add that :3 Fixed now! https://dl.dropboxusercontent.com/u/8510078/Dota2/Dota2Hero_Shader_2.2/Dota2Hero_Shader_2.2_Max.fx
Strange... It seems to be working here. Make sure you have the latest version. https://dl.dropboxusercontent.com/u/8510078/Dota2/Dota2Hero_Shader_2.3/Dota2Hero_Shader_2.3_Maya.cgfx
vikk0 - Making Viewport 2.0 work properly isn't something I can do from the shader. This looks like an internal problem with Maya. It shows an error, but the lights position seem to work fine, except it doesn't finish the rest of the shader! So for accurate results, please use High Quality or Default Quality! This bug is…
You are correct. I forgot to add some code to the Boolean for the mask1 part... Oops! And it also turns out I was hitting the constant limit, and didn't know it because I didn't use that Boolean value :poly142: Temporarily had to remove detail scale, so I don't go over the constant limit :(…
Hey everyone! Here's an update for y'all! Version 2.1 I addressed some issues regarding specular intensity, and rim light! Rim is now masked by a skylight, and specular and rim have a Fresnel term applied to them. Changes in Version 2.1 -Changes: Specular and diffuse calculation completely re-structured and re-organized…