My new shader ‘lcShader’ is almost feature complete. It’s a very close approximation to the Mental Ray mia_material, but in real-time. In testing I’m able to get very realistic looking materials using a standard texture workflow (diffuse, spec, gloss, cubemap). Again, HLSL and CGFX versions will be identical, running the same exact code. Lights react much nicer than previous shaders and have realistic fall-off. And baked shadow maps too.
My shadow map baking script is also nearing completion, it will automatically link raytrace-baked shadow maps to the shader for linked lights and supports transparency in both the shader surface and the shadow cast.
Here is a quick screen grab, HLSL on the left, CGFX on the right. They don’t have the exact same shader settings so some slight differences