Hi, So I have always been unhappy with how the diffuse shading is done "out of the box" in regards to terrain rendering. Therefore; I am working out a terrain shader that will, at this time in phase I, account for WED sun and ambient settings and allow for a relief type map specular highlight. The idea is to produce a "real life" lighting render of the terrain with minimal user intervention.

Upcoming Phases todo list:
-distance rendering of texture mapping
-normal/parallax mapping
-Global illumination, in the place of, Map color Properties
-Slope based blending.
.... and more.

Any ideas from you all of what I should incorporate?



Walk-about:

[url=www.painthorsestudios.net/terrain_shader_phase_1.zip]http://www.painthorsestudios.net/terrain_shader_phase_1.zip[/url]