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PlasticDX9multipass

Author: dottore
Date: 22 Jun, 2010
Category: effect

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0-PlasticDX9multipass.zip
22 Jun, 2010 - 16:13

Description

This example shows how to apply one-pass-per-light shading to a plastic surface. The shading is done in DX9 ps2 - pixel shaded. In this example, there are two point sources, one without falloff and one with "real" quadratic falloff, an infinitely-distant source, ambient light, and a fresnel reflection.

Comments

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mrboni
14 Jan, 2011 - 12:25

What's up with the blend modes in this shader?

It seems like when you spread it they're always on a weird blend mode, or there's something up with the alpha.

Any ideas?

kalle
14 Jan, 2011 - 15:20

sounds like some ATI/Nvidia incompatibility to me.

mrboni
18 Jan, 2011 - 12:23

Hmmmm

I'm using a GTX480.

Dottore, can you shed any light on this?

And thanks for your wicked shader sharing!

levi
16 Feb, 2011 - 13:58

same here on a gtx46o

i see transparency when i spread or when using mesh with subsets.

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