Object-Shader showroom is more or less finished smile



Currently I get ~140fps with activated bloom, depth of field and water.

The Shader you see on the models is actually one base shader which can be adjusted to your needs. Here's the current features:

Code:
// UNCOMMENT/COMMENT TO ACTIVATE/DEACTIVATE

//Use Diffuse Lighting
#define DIFFLIGHT

//Use Shadowmap
//#define SHADOWMAPPING

//Use Specular Lighting
#define SPECLIGHT

//Use Environment Mapping
#define ENVMAPPING

//Use Velvety Effect
#define VELVETY

//Use Normalmapping
#define NORMALMAPPING

//Use Luminance Mapping
#define LUMMAPPING

//Use Team Color
#define TCOLOR

//Above Effects will react to sunlight (only needed if you have dynamic lights in your level)
//#define DOSUN

//Diffuse Lighting will react to 5 additional dynamic lights including the sun
//#define DYNLIGHTS

//Use PixelShader 2.a | set this if you get an errormessage ("code uses too many many arithmetic instruction slots")
#define PS2A


Well, I'm getting there smile (Still haven't started working on the manual, though)


Shade-C EVO Lite-C Shader Framework