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As Wolfgang Engel(blog) and many others discussed, the specular term in the light pre-pass rendering worths mentioning again.

In the lighting pass, the 'rgb' channels of the output render-target are reserved for the diffuse term, and hence we have only an 'alpha' channel available for the specular term. Even we give up the specular color (RGB) of each light,

Specular term from the light buffer is...
  • pow( dot( N, H ), S ) * att * dot( N, L )
  • where N is a surface normal vector, H is a half vector, S is a specular power, att is attenuation factor, and L is a direction to the light.
  • Attenuation term (att) and self-shadowing term (dot( N, L )) are ...

... writing ....

Last edited Dec 8, 2010 at 1:40 PM by rich5264, version 1


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