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Allow normals on shadowed surfaces #1027

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merged 1 commit into from Jan 24, 2015

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@bpay
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bpay commented Dec 10, 2014

Changed ambient for use a factor of light with camera direction, this allow normals on shadowed surfaces.

Before:
screenshot 2014-12-08 20 54 47

After:
screenshot 2014-12-08 20 54 58

(on behalf of Luis)

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crabmusket Dec 10, 2014

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I think the real solution is some sort of specular, or ambient occlusion, but this seems like a good idea :).

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crabmusket commented Dec 10, 2014

I think the real solution is some sort of specular, or ambient occlusion, but this seems like a good idea :).

@crabmusket crabmusket added this to the 3.7 milestone Dec 10, 2014

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LuisAntonRebollo Dec 10, 2014

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AO supporting normals are on my todo, i'm going to check specular :)

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LuisAntonRebollo commented Dec 10, 2014

AO supporting normals are on my todo, i'm going to check specular :)

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Azaezel Dec 10, 2014

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Should note andrewmac slipped felix's normal mapped ambient into deferred as part of the lighting shader retools. Seems to have worked out fairly well.

edit: https://github.com/Azaezel/Torque3D/blob/Deferred/Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl#L219 link by request

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Azaezel commented Dec 10, 2014

Should note andrewmac slipped felix's normal mapped ambient into deferred as part of the lighting shader retools. Seems to have worked out fairly well.

edit: https://github.com/Azaezel/Torque3D/blob/Deferred/Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl#L219 link by request

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LuisAntonRebollo Dec 10, 2014

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This was my second idea, but i prefer to use the most simple/fast of both.

As ambient light has no direction i think no real diference if we use up or cam direction.

I need to test both and post screenshots.

Thx @Azaezel

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LuisAntonRebollo commented Dec 10, 2014

This was my second idea, but i prefer to use the most simple/fast of both.

As ambient light has no direction i think no real diference if we use up or cam direction.

I need to test both and post screenshots.

Thx @Azaezel

Azaezel added a commit to Azaezel/Torque3D that referenced this pull request Jan 12, 2015

rough cut of cook-torrence from the old PBS fork, mostly courtesy of …
…andrewmac strips the heavier wieght normalmapped ambient in favor of GarageGames#1027
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LuisAntonRebollo Jan 24, 2015

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We tested at BeamNG and improve a lot visuals.

I'm going to merge, we can revise later for a better implementation,

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LuisAntonRebollo commented Jan 24, 2015

We tested at BeamNG and improve a lot visuals.

I'm going to merge, we can revise later for a better implementation,

LuisAntonRebollo added a commit that referenced this pull request Jan 24, 2015

Merge pull request #1027 from bpay/ambient-normals
Allow normals on shadowed surfaces

@LuisAntonRebollo LuisAntonRebollo merged commit 84d072f into GarageGames:development Jan 24, 2015

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