It's the Evolved's Normal mapping shader:
//====================================================
// Normal Mapping
//====================================================
// By EVOLVED
// www.evolved-software.com
//====================================================
//--------------
// un-tweaks
//--------------
matrix WorldVP:WorldViewProjection;
matrix World:World;
matrix ViewInv:ViewInverse;
//--------------
// un-tweaks
//--------------
float3 Ambient={0.2f,0.2f,0.2f};
float3 LightPosition={200.0f,300.0f,-200.0f};
float3 LightColor={1.0f,1.0f,1.0f};
float LightRange=1500.0f;
float SpecularPow=32.0f;
float Alpha=1.0f;
//--------------
// Textures
//--------------
texture BaseTX <string Name="";>;
sampler2D Base = sampler_state
{
texture = <BaseTX>;
};
texture NormalTX <string Name="";>;
sampler2D Normal = sampler_state
{
texture = <NormalTX>;
};
//--------------
// structs
//--------------
struct input
{
float4 Pos:POSITION;
float2 UV:TEXCOORD;
float3 Normal:NORMAL;
float3 Tangent:TANGENT;
float3 Binormal:BINORMAL;
};
struct output
{
float4 OPos:POSITION;
float2 Tex:TEXCOORD0;
float3 LightVec:TEXCOORD1;
float3 Attenuation:TEXCOORD2;
float3 ViewVec:TEXCOORD3;
};
//--------------
// vertex shader
//--------------
output VS(input IN)
{
output OUT;
OUT.OPos=mul(IN.Pos,WorldVP);
OUT.Tex=IN.UV;
float3x3 TBN={IN.Tangent,IN.Binormal,IN.Normal};
TBN=transpose(mul(TBN,World));
float3 WPos=mul(IN.Pos,World);
float3 LightPos=LightPosition-WPos;
float3 ViewPos=ViewInv[3].xyz-WPos;
OUT.LightVec=mul(LightPos,TBN);
OUT.Attenuation=-LightPos/LightRange;
OUT.ViewVec=mul(ViewPos,TBN);
return OUT;
}
//--------------
// pixel shader
//--------------
float4 PS(output IN) : COLOR
{
float3 Texture=tex2D(Base,IN.Tex);
float3 NormalMap=tex2D(Normal,IN.Tex)*2-1;
NormalMap=normalize(NormalMap);
float3 LightV=normalize(IN.LightVec);
float3 View=normalize(IN.ViewVec);
float Normal=saturate(dot(reflect(-View,NormalMap),LightV));
Normal=pow(Normal,SpecularPow)+saturate(dot(NormalMap,LightV));
float PixelLight=1-saturate(dot(IN.Attenuation,IN.Attenuation));
float3 Light=PixelLight*LightColor;
return float4(Texture*((Normal*Light)+Ambient),Alpha);
}
//--------------
// techniques
//--------------
technique Light
{
pass p1
{
vertexShader = compile vs_2_0 VS();
pixelShader = compile ps_2_0 PS();
}
}
By tinting I mean changing the color while maintaining the basic texture, such as overlaying color on it.
Like this:
I could do that very easily on Photoshop, but that would require own texture file for just each color.