|
|
# Lighting Setup
|
|
|
|
|
|
<details>
|
|
|
<summary>
|
|
|
|
|
|
## Light Type
|
|
|
|
|
|
</summary>
|
|
|
|
|
|
1. Directional Light
|
|
|
* Sunlight
|
|
|
2. Point Light
|
... | ... | @@ -14,41 +9,23 @@ |
|
|
3. Spot Light
|
|
|
* Cone
|
|
|
|
|
|
</details>
|
|
|
<details>
|
|
|
<summary>
|
|
|
|
|
|
## Light Source
|
|
|
|
|
|
</summary>
|
|
|
|
|
|
1. Position
|
|
|
2. Color
|
|
|
3. Intensity
|
|
|
4. Attenuation
|
|
|
|
|
|
</details>
|
|
|
<details>
|
|
|
<summary>
|
|
|
|
|
|
## Light Property
|
|
|
|
|
|
</summary>
|
|
|
|
|
|
1. Direction (for Directional only, like sunlight)
|
|
|
2. Attenuation (for point light and spot light)
|
|
|
|
|
|
</details>
|
|
|
<details>
|
|
|
<summary>
|
|
|
|
|
|
## Ambient Light
|
|
|
|
|
|
</summary>
|
|
|
|
|
|
* Default lighting behavior involves ambient light to prevent complete dark area
|
|
|
Default lighting behavior involves ambient light to prevent complete dark area
|
|
|
|
|
|
</details>## Shading Model
|
|
|
# Shading Model
|
|
|
|
|
|
Math model used to calculate color or pixel in HLSL.
|
|
|
|
... | ... | @@ -63,7 +40,7 @@ Different type of shading model: |
|
|
|
|
|
Defines visual characteristics and behavior of a surface or material.
|
|
|
|
|
|
Common material properties include:
|
|
|
## Common material properties include:
|
|
|
|
|
|
* Diffuse Reflectance
|
|
|
* Specular Reflectance
|
... | ... | @@ -71,7 +48,7 @@ Common material properties include: |
|
|
* Transparency/Opacity
|
|
|
* Roughness/Smoothness
|
|
|
|
|
|
Diffuse Color:
|
|
|
## Diffuse Color:
|
|
|
|
|
|
* Diffuse Color as Texture Modulation
|
|
|
* The diffuse color acts as a multiplier for the RGB values obtained from the texture
|
... | ... | |