Hi everyone!
How can I make this shader use a specular map instead of just applying the same level of specular over the entire texture?
This is the same shader I posted a while ago when I requested to have emissive maps, now I also need to add specular maps to it. Any help?
There's just no information anywhere on how to get it working, so if someone could also explain why and how to do specular lighting calculations I'd most appreciate it!
The shader:
//====================================================
// Parallax mapping w/ Emissive
//====================================================
// By EVOLVED - www.evolved-software.com
// Modified By: Revenant_Chaos
//====================================================
//--------------
// un-tweaks
//--------------
matrix WorldVP:WorldViewProjection;
matrix World:World;
matrix ViewInv:ViewInverse;
//--------------
// tweaks
//--------------
float3 Ambient={0.2f,0.2f,0.2f};
float3 LightPosition_1={150.0f,150.0f,0.0f};
float3 LightColor_1={1.0f,1.0f,1.0f};
float LightRange_1=500.0f;
float3 LightPosition_2={150.0f,150.0f,0.0f};
float3 LightColor_2={1.0f,0.0f,0.0f};
float LightRange_2=50.0f;
float3 LightPosition_3={150.0f,150.0f,0.0f};
float3 LightColor_3={0.0f,1.0f,0.0f};
float LightRange_3=50.0f;
float3 LightPosition_4={150.0f,150.0f,0.0f};
float3 LightColor_4={0.0f,0.0f,1.0f};
float LightRange_4=50.0f;
float3 LightPosition_5={150.0f,150.0f,0.0f};
float3 LightColor_5={1.0f,0.0f,1.0f};
float LightRange_5=50.0f;
float3 LightPosition_6={150.0f,150.0f,0.0f};
float3 LightColor_6={0.0f,1.0f,1.0f};
float LightRange_6=50.0f;
float SpecularPow=32.0f;
float Heightvec=0.03;
float BiasHeight=0.6;
float Alpha=1.0f;
float EmissPower = 1.0f;
//--------------
// Textures
//--------------
texture BaseTX <string Name="";>;
sampler2D Base = sampler_state
{
texture = <BaseTX>;
};
texture NormalTX <string Name="";>;
sampler2D Normal = sampler_state
{
texture = <NormalTX>;
};
texture HeightTX <string Name="";>;
sampler2D Height = sampler_state
{
texture = <HeightTX>;
};
texture EmissiveTX <string Name="";>;
sampler2D Emiss = sampler_state
{
texture = <EmissiveTX>;
};
//--------------
// 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;
OUT.LightVec=0.0f;
OUT.Attenuation=0.0f;
float3x3 TBN={IN.Tangent,IN.Binormal,IN.Normal};
TBN=transpose(mul(TBN,World));
float3 WPos=mul(IN.Pos,World);
float3 ViewPos=ViewInv[3].xyz-WPos;
OUT.ViewVec=mul(ViewPos,TBN);
return OUT;
}
output VS_L1(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_1-WPos;
float3 ViewPos=ViewInv[3].xyz-WPos;
OUT.LightVec=mul(LightPos,TBN);
OUT.Attenuation=-LightPos/LightRange_1;
OUT.ViewVec=mul(ViewPos,TBN);
return OUT;
}
output VS_L2(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_2-WPos;
float3 ViewPos=ViewInv[3].xyz-WPos;
OUT.LightVec=mul(LightPos,TBN);
OUT.Attenuation=-LightPos/LightRange_2;
OUT.ViewVec=mul(ViewPos,TBN);
return OUT;
}
output VS_L3(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_3-WPos;
float3 ViewPos=ViewInv[3].xyz-WPos;
OUT.LightVec=mul(LightPos,TBN);
OUT.Attenuation=-LightPos/LightRange_3;
OUT.ViewVec=mul(ViewPos,TBN);
return OUT;
}
output VS_L4(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_4-WPos;
float3 ViewPos=ViewInv[3].xyz-WPos;
OUT.LightVec=mul(LightPos,TBN);
OUT.Attenuation=-LightPos/LightRange_4;
OUT.ViewVec=mul(ViewPos,TBN);
return OUT;
}
output VS_L5(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_5-WPos;
float3 ViewPos=ViewInv[3].xyz-WPos;
OUT.LightVec=mul(LightPos,TBN);
OUT.Attenuation=-LightPos/LightRange_5;
OUT.ViewVec=mul(ViewPos,TBN);
return OUT;
}
output VS_L6(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_6-WPos;
float3 ViewPos=ViewInv[3].xyz-WPos;
OUT.LightVec=mul(LightPos,TBN);
OUT.Attenuation=-LightPos/LightRange_6;
OUT.ViewVec=mul(ViewPos,TBN);
return OUT;
}
//--------------
// pixel shader
//--------------
float4 PS(output IN) : COLOR
{
float3 View=normalize(IN.ViewVec);
float HeightTex=tex2D(Height,IN.Tex).x+BiasHeight;
float2 NewUv=(Heightvec*HeightTex-0.02)*View+IN.Tex;
float4 Texture=tex2D(Base,NewUv);
float3 Emissive=tex2D(Emiss,NewUv).xyz;
return float4((Texture.xyz*Ambient)+(Emissive*EmissPower),Texture.w*Alpha);
}
float4 PS_L1(output IN) : COLOR
{
float3 View=normalize(IN.ViewVec);
float HeightTex=tex2D(Height,IN.Tex).x+BiasHeight;
float2 NewUv=(Heightvec*HeightTex-0.02)*View+IN.Tex;
float4 Texture=tex2D(Base,NewUv);
float3 Emissive=tex2D(Emiss,NewUv).xyz;
float3 NormalMap=tex2D(Normal,NewUv)*2-1;
NormalMap=normalize(NormalMap);
float3 LightV=normalize(IN.LightVec);
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_1;
return float4( (Texture.xyz*((Normal*Light)+Ambient))+(Emissive*EmissPower),Texture.w*Alpha);
}
float4 PS_L2(output IN) : COLOR
{
float3 View=normalize(IN.ViewVec);
float HeightTex=tex2D(Height,IN.Tex).x+BiasHeight;
float2 NewUv=(Heightvec*HeightTex-0.02)*View+IN.Tex;
float4 Texture=tex2D(Base,NewUv);
float3 NormalMap=tex2D(Normal,NewUv)*2-1;
NormalMap=normalize(NormalMap);
float3 LightV=normalize(IN.LightVec);
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_2;
return float4(Texture.xyz*(Normal*Light),Texture.w*Alpha);
}
float4 PS_L3(output IN) : COLOR
{
float3 View=normalize(IN.ViewVec);
float HeightTex=tex2D(Height,IN.Tex).x+BiasHeight;
float2 NewUv=(Heightvec*HeightTex-0.02)*View+IN.Tex;
float4 Texture=tex2D(Base,NewUv);
float3 NormalMap=tex2D(Normal,NewUv)*2-1;
NormalMap=normalize(NormalMap);
float3 LightV=normalize(IN.LightVec);
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_3;
return float4(Texture.xyz*(Normal*Light),Texture.w*Alpha);
}
float4 PS_L4(output IN) : COLOR
{
float3 View=normalize(IN.ViewVec);
float HeightTex=tex2D(Height,IN.Tex).x+BiasHeight;
float2 NewUv=(Heightvec*HeightTex-0.02)*View+IN.Tex;
float4 Texture=tex2D(Base,NewUv);
float3 NormalMap=tex2D(Normal,NewUv)*2-1;
NormalMap=normalize(NormalMap);
float3 LightV=normalize(IN.LightVec);
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_4;
return float4(Texture.xyz*(Normal*Light),Texture.w*Alpha);
}
float4 PS_L5(output IN) : COLOR
{
float3 View=normalize(IN.ViewVec);
float HeightTex=tex2D(Height,IN.Tex).x+BiasHeight;
float2 NewUv=(Heightvec*HeightTex-0.02)*View+IN.Tex;
float4 Texture=tex2D(Base,NewUv);
float3 NormalMap=tex2D(Normal,NewUv)*2-1;
NormalMap=normalize(NormalMap);
float3 LightV=normalize(IN.LightVec);
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_5;
return float4(Texture.xyz*(Normal*Light),Texture.w*Alpha);
}
float4 PS_L6(output IN) : COLOR
{
float3 View=normalize(IN.ViewVec);
float HeightTex=tex2D(Height,IN.Tex).x+BiasHeight;
float2 NewUv=(Heightvec*HeightTex-0.02)*View+IN.Tex;
float4 Texture=tex2D(Base,NewUv);
float3 NormalMap=tex2D(Normal,NewUv)*2-1;
NormalMap=normalize(NormalMap);
float3 LightV=normalize(IN.LightVec);
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_6;
return float4(Texture.xyz*(Normal*Light),Texture.w*Alpha);
}
//--------------
// techniques
//--------------
technique Ambient
{
pass p1
{
vertexShader = compile vs_2_0 VS();
pixelShader = compile ps_2_0 PS();
}
}
technique Light1
{
pass p1
{
vertexShader = compile vs_2_0 VS_L1();
pixelShader = compile ps_2_0 PS_L1();
}
}
technique Light2
{
pass p1
{
vertexShader = compile vs_2_0 VS_L1();
pixelShader = compile ps_2_0 PS_L1();
}
pass p2
{
vertexShader = compile vs_2_0 VS_L2();
pixelShader = compile ps_2_0 PS_L2();
AlphaBlendEnable = True;
SrcBlend = One;
DestBlend = One;
}
}
technique Light3
{
pass p1
{
vertexShader = compile vs_2_0 VS_L1();
pixelShader = compile ps_2_0 PS_L1();
}
pass p2
{
vertexShader = compile vs_2_0 VS_L2();
pixelShader = compile ps_2_0 PS_L2();
AlphaBlendEnable = True;
SrcBlend = One;
DestBlend = One;
}
pass p3
{
vertexShader = compile vs_2_0 VS_L3();
pixelShader = compile ps_2_0 PS_L3();
AlphaBlendEnable = True;
SrcBlend = One;
DestBlend = One;
}
}
technique Light4
{
pass p1
{
vertexShader = compile vs_2_0 VS_L1();
pixelShader = compile ps_2_0 PS_L1();
}
pass p2
{
vertexShader = compile vs_2_0 VS_L2();
pixelShader = compile ps_2_0 PS_L2();
AlphaBlendEnable = True;
SrcBlend = One;
DestBlend = One;
}
pass p3
{
vertexShader = compile vs_2_0 VS_L3();
pixelShader = compile ps_2_0 PS_L3();
AlphaBlendEnable = True;
SrcBlend = One;
DestBlend = One;
}
pass p4
{
vertexShader = compile vs_2_0 VS_L4();
pixelShader = compile ps_2_0 PS_L4();
AlphaBlendEnable = True;
SrcBlend = One;
DestBlend = One;
}
}
technique Light5
{
pass p1
{
vertexShader = compile vs_2_0 VS_L1();
pixelShader = compile ps_2_0 PS_L1();
}
pass p2
{
vertexShader = compile vs_2_0 VS_L2();
pixelShader = compile ps_2_0 PS_L2();
AlphaBlendEnable = True;
SrcBlend = One;
DestBlend = One;
}
pass p3
{
vertexShader = compile vs_2_0 VS_L3();
pixelShader = compile ps_2_0 PS_L3();
AlphaBlendEnable = True;
SrcBlend = One;
DestBlend = One;
}
pass p4
{
vertexShader = compile vs_2_0 VS_L4();
pixelShader = compile ps_2_0 PS_L4();
AlphaBlendEnable = True;
SrcBlend = One;
DestBlend = One;
}
pass p5
{
vertexShader = compile vs_2_0 VS_L5();
pixelShader = compile ps_2_0 PS_L5();
AlphaBlendEnable = True;
SrcBlend = One;
DestBlend = One;
}
}
technique Light6
{
pass p1
{
vertexShader = compile vs_2_0 VS_L1();
pixelShader = compile ps_2_0 PS_L1();
}
pass p2
{
vertexShader = compile vs_2_0 VS_L2();
pixelShader = compile ps_2_0 PS_L2();
AlphaBlendEnable = True;
SrcBlend = One;
DestBlend = One;
}
pass p3
{
vertexShader = compile vs_2_0 VS_L3();
pixelShader = compile ps_2_0 PS_L3();
AlphaBlendEnable = True;
SrcBlend = One;
DestBlend = One;
}
pass p4
{
vertexShader = compile vs_2_0 VS_L4();
pixelShader = compile ps_2_0 PS_L4();
AlphaBlendEnable = True;
SrcBlend = One;
DestBlend = One;
}
pass p5
{
vertexShader = compile vs_2_0 VS_L5();
pixelShader = compile ps_2_0 PS_L5();
AlphaBlendEnable = True;
SrcBlend = One;
DestBlend = One;
}
pass p6
{
vertexShader = compile vs_2_0 VS_L6();
pixelShader = compile ps_2_0 PS_L6();
AlphaBlendEnable = True;
SrcBlend = One;
DestBlend = One;
}
}
TheComet
Your mod has been erased by a signature, please reduce him [overall] to no larger than 120 kg please.
