Chasing RIM light/reflections
My first blog entry yaay
Testing some shaders I did for an another direct3d engine a while back.
Rim lights or reflection are kind of cool because in real life when you look at a shiny car the reflections gets more intense the lower angle of attack you look at the surface.
So this is an attamept to mimic this, but you can also use it to background light your meshes.
To control amount of rim light I use some fresnel settings like this in the shader:
float Fresnel_Start = -0.1; //rim start lowest angle float Fresnel_End = 0.70; //rim end widest angle float Fresnel_Multiplier = 2.0; vec4 Fresnel_Color = vec4(1,1,1,1); float Fresnel_Cubemix = 0.15;
I didn't have a suitable sportscar to demonstrate it properly but a statue and a sphere will do just fine.
Rim Reflections using cubemap
Red rim-light (no reflections)
Pure rim light no ambient or other light sources
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