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This the original version of the course notes have been updated to fix some typos and other problems.
Shaders from Larry Gritz's course notes
Example spot light shader for doing caustics.
Simple surface shader using environment for color.
Simple light shader using environment map for light color
More complete light shader using environment map for light color. Also uses shadows
Shaders from Matt Pharr's course notes
km.h is a SL include file containing functions making use fo the Kubelka-Munk material layer model.
Simplified Hanrahan and Krueger sub-surface scattering model for giving the appearance of human skin.
Shaders from Kevin Bjorke course notes
Although isshad.h is not used in the two included shaders from Square, this contains neat example of checking the RIB Option and Attribute for certain values to effect the behavior of a shader! In this case it looks like they were looking for a certain condition that would tell this function if this render was a shadow pass or not.
Is an extended concept of the RAT tvscreen. It is a light shader with a number of cards. These cards can act as sort of bounce cards for lighting. This shader had lots of different uses but two of the more common were for fake rim lighting and as eye catchlights.
It seems as those on Final Fantasy they wrote their shaders in an old observe macro preprocesser called M4. This allows for easily adding X number of parameters with similiar functionality. Say oh for example, shadows and related parameters for reading multiple shadow maps.
The M4 code for this shader is called softbox.slm4.
I made this shader by running:
m4 softbox.slm4 > softbox.sl
Allows one to layer multiple shadows together. Sort of like the concept of the RAT magiclight.
Once again the main source for this shader is in M4: superKagee.slm4. I made the shader by running:
m4 -Dm4numshads=4 skagee.slm > superKagee.sl
In this case I set the macro to equal to 4. Telling the program to build up the shader to work with 4 shadowmaps.
My tcl isn't very good, so I am not completely sure what this is doing. It seems go through the maya scene looking for certain conditions to find some information about the scene.
If anybody has any more detailed info feel free to pass it on.
Shaders from Lawrence Treweek's course notes
Ray-marching volumetric surface shader that was used on Hollow Man
Siblings: BMRTShaders AKShaders AMShaders DPShaders DWShaders EMShaders FGShaders FSShaders GNShaders IDShaders JBUMShaders JMShaders KMShaders LGShaders LCShaders MBShaders MKShaders MRShaders PQShaders PSShaders RCShaders RudyCShaders SHWShaders SWShaders XMBShaders SIG91 SIG2000 TLShaders
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