This is a viewport shader i've been working on in the last few weeks. Some people asked me if they could have it, so I made this version with the most common maps. There are a number of known issues i have yet to fix, like the number of lights, the specular/glos settings.
How to use:
Open your material library, and instead of choosing a Standard material, choose a DirectX Shader. Keep old material as submaterial. Now browse to your fx file and apply the material to your model. Make sure that you have two omnilights in your scene, and that you set both of the in the shader, if not rendering will not be correct.
Current Features
- Ambient Lighting
- Diffuse, Transparency, Specular, Gloss, 2 times Normal map, Self illumination and shadowmap.
- Sharpen option for diffuse texture
- Detail normal with adjustable strength
- Rim light effect
- Up to 3 point lights
To Do list:
- Add Cubemap Reflections
- Light distance attenuation
- ...
Suggestions and requests are very welcome,
Updates
July 15th, 2008 - added a newer version that supports up to 3 lights. The rest of the code has not been changed.
August 17, 2008 - Cleaned the pixelshader somewhat, added a few new features (Ambient light, Detail normal map, SI map mulitplier, sharpen feature for the diffuse map.
October 21, 2008 - Nathan "NFollmer" Folmer send me a tweaked version of V1.1 that works with max 2009, which is now added to the list.
Samples
