RobynsVeil opened this issue on Jan 24, 2009 · 490 posts
bagginsbill posted Mon, 01 June 2009 at 2:48 AM
I've been playing with a new method, one that doesn't require any anti-whatever on the way in.
I used something like this in my AMUCFS shader, but I didn't really understand the math very well at the time, I did it in a more complicated way, and I didn't really explore how imporant it is.
You can try experimenting with this.
Build a shader adding together all the elements of diffuse, specular, reflection, and so on as you'd do for a GC shader, but skip all the incoming anti-GC stuff.
At the end, given your assemblied linear color, c, you use:
s.Alternate_Diffuse = c * (HSV(c, 1, 0, 1) ** -.4)
Wacky, huh?
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