CH02: Reflection Mapping
Reflections are a key part of any high quality lighting model. In pre-rendered 3D, reflections are taking over from the more traditional specular lighting models, such as Phong and Blinn. In this chapter Ben will show you how to implement Reflections and also how to blur them with no additional speed hit.
CH03: Creating a Metal Shader
In the previous chapter Ben demonstrated reflections that used a uniform level of blur. In this chapter he shows us how to create a Metal Shader, using maps to control which areas of a surface have blurred or sharp reflections.
CH04: Refraction Mapping
Transparent materials exhibit an effect where light rays are bent as they enter or exit that surface, distorting what can be seen beyond. This is known as Refraction. In this chapter, Ben shows us how we can implement this effect in our own shaders.
CH05: Using the Fresnel Term
In the real world, Reflections are not simple and uniform. Instead reflections tends to take place more readily as light glances off a surface at a shalow angle. This gives stronger reflections at the edge of spheres, as an example. In this chapter Ben shows how you can use the Fresnel term, that simulates this gradient of reflection, to better simulate transparent materials such as water, glass or diamond.
CH06: Detail-Normal Mapping
In the previous tutorial Ben showed us how to fade in more detail as you approach a colour map. In this chapter he shows us how to perform a similar effect with Normal Mapping.
CH08: Vertex Animation
A feature of HLSL shaders is that you can also deform the shaded surface using the shader. In this chapter Ben shows us how we can use this feature to produce animated deforming surface. A commonly used effect for cloth surfaces and water.
CH09: Animated Burn-Out Effect
And we wrap up this tutorial and the series as Ben shows us how to product a special shading effect, where a surface dissolves over time, using animated transparency, based on a maps alpha, and an edge glow using an IF statement.
Screenshot:


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