shader workshop is only a very basic start, I personally don't really like other available shader collections, especially hate the 3dgs built in shaders. as a start you can learn from them but imo they show a wrong and old approach. maybe shade-c evo is fine, but finally never digged deep into it (I think deferred rendering what it uses needs a little more experience than I have).

after the shader workshops I played a lot with the old shade-c packages, customized, simplified, corrected them by taking out only the parts I need. and I always read articles about only what I actually needed. I'm quite an experimental person, I enjoy best learning on the fly. e.g. the above mentioned rastertek page is fine, but try to find DX9 stuff, some DX10 and above examples could be useless sometimes. and I tested everything on real levels, not only with small test environments where a lot of bugs can stay hidden!

what I really found strange that I did not find any good comprehensive shader package (including sprites, grass, models, blocks/map-entities, trees, terrain, water, sky, triplanar object texturing, bone animation) for 3dgs featuring per pixel lighting and normal mapping supporting 8 dynamic lights including Sun properly, that utilizes 3dgs material system as it should (diffuse, ambient, specular, emissive, entity rgb). e.g. in general speculars are calculated with an equation having very unnatural results, and tangent space calculation required for normal mapping give you wrong result as you rotate an entity and rotate a light around it. even shader model 3 usage is a rare phenomenon, but it has its advantages over SM2.

so I created my little package available within MapBuilder (only the entity rgb is not yet set properly, what I never use). it has been tested a lot, rather visually than theoretically, made some really experimental things, and finally it works fine and effective, LOD is utilized, structured into multiple include files (3dgs supports it approx. since last update), you can set quality/performance in a commonly included file that affects all the shaders etc. shadowmapping could be less flickering but for my RTS game it is not bad. I can recommend it despite it is probably not the best package, but you can just take the necessary modules out of MapBuilder easily (I fixed it in last release). by the way, I never needed flashlight.


Free world editor for 3D Gamestudio: MapBuilder Editor