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Shader Series 3 Per Pixel Lighting
#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).
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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).