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Shader Series 3 Per Pixel Lighting

Simon Jackson edited this page Sep 1, 2016 · 9 revisions

#Shader Series 3: Per-Pixel Lighting#

Area Games: Graphics, Games: Shaders Submitted 6/28/2007 Code Sample


Description:

This sample explains how to move lighting calculations to the pixel shader for high-quality per-pixel lighting.

Sample Overview

This sample uses Phong reflection to approximate specular light, creating highlights on the object. Specular highlights are light that's reflected directly to a viewer. These highlights can be simulated through a number of techniques.

Other items in the Shader Series

[Shader Series: Introduction](https://github.com/DDReaper/XNAGameStudio/wiki/Shader Series Introduction) (Article) [Shader Series 1: Vertex Lighting Sample](https://github.com/DDReaper/XNAGameStudio/wiki/Shader Series 1 Vertex Lighting) [Shader Series 2: Textures and Colors Sample](https://github.com/DDReaper/XNAGameStudio/wiki/Shader Series 2 Textures and Colors)

All content and source code downloaded from this page are bound to the Microsoft Permissive License (Ms-PL).

downloads

PerPixelLightingSample_4_0.zip

Size: 0.15MB

Source code and assets for the Shader Series 3: Per-Pixel Lighting Sample (XNA Game Studio 4.0).

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