Specular & Gloss:
This shader can be achieved by making a selective grayscale version of the actual texture and then applying the grayscale texture to the object's lighting.
Vertex Morphing:
In order to achieve this shader, two differently shaped models with exact same vertices are required. Then using a weight value, it's just a matter of simple interpolation between the two models.
Cartoon: This look can be achieved by setting ranges to the diffuse color value, then clamping a solid color to the object within its respective range.
Bump & Environment:
In order to achieve a bumpy look, a blue normal map texture is required. This normal map texture contains depth information which is applied to the object using a tangent light and a tangent camera. The tangent light and tangent camera are calculated using a tangent matrix.
By calculating the reflection between the tangent camera and the
normal, colors of the environment can be extracted and applied on to the object.
Glass: This shader can be achieved by reducing the alpha transparencies on an object's colors.
Real-Time Shadow Map:
To achieve this look, two separate shader files are created: one for the caster and other for the receiver. Then, the caster's silhuette is drawn onto an offscreen texture. Finally, based upon the light's position, the caster's position, and the offscreen texture colors on the receiver are reduced.
This demo was created using C++, DirectX 9, and HLSL (High Level Shader Language).
This demo requires the latest version of DirectX 9.
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