It took, and I kid you not, over 6 hours to produce a lighting model that I was content with.

I was having lots of trouble getting a worthwhile dynamic lighting contribution to a normalmapping project. I decided to start at the most basic level and build from there, by comparing results to the stock engine lighting and formulating the shader.

I can't believe how something that seems so simple can create such a headache.

This is lighting done in the vertex shader and them passed to the pixel shader.

Edit: I compiled with shader model 2.0. So that's the minimum requirement.

Download Demo Scene





Last edited by Steempipe; 01/23/16 16:29. Reason: requirements