02 Reflection Mapping HLSL Shader Creation 3 Surface Shading amp Transmission
>> YOUR LINK HERE: ___ http://youtube.com/watch?v=_To_HYywn7I
CH02: Reflection Mapping • Reflections are a key part of any high quality lighting model. In pre-rendered 3D, reflections are taking over from the more traditional specular lighting models, such as Phong and Blinn. In this chapter Ben will show you how to implement Reflections and also how to blur them with no additional speed hit. • 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, refractions 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. • This tutorial builds directly on the theory and coding skills taught in tutorials and one two in this series. We highly recommend you follow those tutorials before undertaking this. Or know the equivalent skills through your own previous learning. • This video series was first published in 2010. Although some of the material is out of date, almost all of the principles taught here are still valuable to learn and understand as foundation to learning to write shaders. • You can download the entire contents of the original DVD (including all of the shaders and content that go with it) at the following link: • https://www.bencloward.com/dvds/HLSL_... • https://www.bencloward.com/dvds/HLSL_... • https://www.bencloward.com/dvds/HLSL_... • Shader Book Recommendations • https://www.bencloward.com/resources_...
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