Shaders Artistic

Lighting

All shaders artistic and physics shaders will incorperate our basic lighting model of per pixel multi-source lighting. R - GW - 11a

Characters

Characters will have an additional shader applied to them. This shader will show the effects of hits via weapons on the targeted avatar as spreading and then closing holes in the models with a different edge texture. This will be implemented by comparing the angle between impact vector and a vector generated from the launch point to the pixel. If this vector is withing a certain scope it will apply the effect. By increasign and then decreasing the scope you can provide the expanding and closing hole and scorching effect. R-GC-1

 

Bump Mapping

Bump mapping shall be applied to all non-deforming object such that there normals are replaced with a lookup from a texture table in order to simulate the appearence of geometery. This will allow us to reduce our vertex count while still retaining nice models. Once the normal has been replaced the lighting equation will be preformed thus generating faux geometery. R-GW-7

Terrain

The terrain shade will determine which type of terrain to draw based upon the height of the inputed pixels. There will be three types of textures to choose from to do the drawing with as well as a forth mod texture to apply to areas of extreme gradient.R-GW-7a