Lighting Setup
Light Type
- Directional Light
- Sunlight
- Point Light
- Light bulb
- Spot Light
- Cone
Light Source
- Position
- Color
- Intensity
- Attenuation
Light Property
- Direction (for Directional only, like sunlight)
- Attenuation (for point light and spot light)
Ambient Light
- Default lighting behavior involves ambient light to prevent complete dark area
Math model used to calculate color or pixel in HLSL.
Different type of shading model:
- Lambertian or Diffuse Reflection
- Phong Shading
- Blinn-Phong Shading
- Physically Based Shading (PBR)
Material Properties (Diffuse Color)
Defines visual characteristics and behavior of a surface or material.
Common material properties include:
- Diffuse Reflectance
- Specular Reflectance
- Ambient Reflectance
- Transparency/Opacity
- Roughness/Smoothness
Diffuse Color:
- Diffuse Color as Texture Modulation
- The diffuse color acts as a multiplier for the RGB values obtained from the texture
- Diffuse Color as Texture Tint
- RGB values of the diffuse color are added to or mixed with the RGB values obtained from the texture
- Separate Diffuse Color and Texture
- The diffuse color may be used to determine the overall color of the surface, while the texture color provides additional detail or variation. The two colors can be combined in the shader based on the desired shading model or lighting equation
Normal Vector
NA