In this third tutorial in our HLSL Shader Creation series, Ben Cloward will show you had to create the final elements you will need for a complete shading model. This includes high quality reflections, refraction and combining both to create water or glass like materials using the Fresnel term. Ben will also show you how to further enhance your normal maps using offset mapping, giving the appearance of depth. Also how to add detail to your normal maps. How to use vertex colour and alpha values in your shaders. How to animate the meshes vertices using only the shader. And the series wraps up with an animated transparency effect.
In this third tutorial in our HLSL Shader Creation series, Ben Cloward will show you had to create the final elements you will need for a complete shading model. This includes high quality reflections, refraction and combining both to create water or glass like materials using the Fresnel term. Ben will also show you how to further enhance your normal maps using offset mapping, giving the appearance of depth. Also how to add detail to your normal maps. How to use vertex colour and alpha values in your shaders. How to animate the meshes vertices using only the shader. And the series wraps up with an animated transparency effect.
In this third tutorial in our HLSL Shader Creation series, Ben Cloward will show you had to create the final elements you will need for a complete shading model. This includes high quality reflections, refraction and combining both to create water or glass like materials using the Fresnel term. Ben will also show you how to further enhance your normal maps using offset mapping, giving the appearance of depth. Also how to add detail to your normal maps. How to use vertex colour and alpha values in your shaders. How to animate the meshes vertices using only the shader. And the series wraps up with an animated transparency effect.