hi,

I have little experience in writing shaders, but about 2 weeks ago I wrote a tree shader for shade-c that handles ambient, diffuse, specular, 8 dynamic lights, and the dynamic shadowmapping of shade-c.

it was easier than I expected. I simpply used the basic tree anim shader and the sample shaders from shader workshops, and the lines from shade-c corresponding to its shadowmapping. this way you could do it what you need, there is a normalmapping shader in shader workshops too. I'm not sure baked occlusion is good or bad when you use a proper dynamic shadowmapping that supports self shadows on alpha textures, but can be useful sometimes. maybe the 2nd UV set works like in case of level entities, that utilizes texcoord1 as input to the vertex shader, and entSkin2 for a sampler to be used in the pixel shader. somebody could verify it.

it's new to me that normalmapping requires only r and g values of the normalmap, porbably it has a reason I should read about laugh


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