Real-time HLSL Shader for Maya’s Viewport and HLSL helper Mel script.
lcNextGenShader_1.1.fx
Download: lcNextGenShader_1.1.fx
Sample Cube Map: default_env_map.dds
Techniques:
NextGen_SM3 – full shading (requires shader model 3 capable graphics card)
Diffuse_Texture_Only – only the diffuse texture or color, without any other effects
Normal_Map_As_Color – only the normal map color values (helps to find seams)
Specular_Only_SM3 – only the specular effects, light and specular map contributions (requires shader model 3 capable graphics)
Parameters:
backFaceLighting – for single sided polygon objects, the back sides will be lit correctly
ambientColor – a color ‘added’ on top of the final effect
diffuseColor – the Lambert diffuse shading color
specularColor – the Phong specular shading color
glossiness – controls the size of the Phong specular highlight
useDiffuseTexture – use the diffuse texture from ‘diffuseMap’ instead of diffuseColor
transparencyInDiffuse – use the diffuseMap’s alpha channel for transparency
specularInDiffuse – use the diffuseMap’s alpha channel for specular masking
diffuseMap – a diffuse texture
useNormalTexture – use a tangent space normal map texture
specularInNormal – use the normalMap’s alpha channel for specular masking
normalPower – intensity of the normal map effect, 0=no effect
flipGreen – invert the green channel of the normal map (default = true)
normalMap – a tangent space normal map texture
useSpecularMap – use a specularMap for specular coloring and masking
specularMap – a specular texture for highlight coloring and masking
useAmbEnv – use cubeEnvMap for ambient environment lighting – cube map is forced down in mip levels – make sure to use a cube map processed by ATI CubeMapGen for proper filtering
ambPower – intensity of the ambient environment lighting – also multiplied with the ambientColor
useReflEnv - use cubeEnvMap for environment reflections
reflPower – intensity of the environment reflections (has a slight hardcoded Fresnel effect)
cubeEnvMap – a cube map – preferably one processed by ATI CubeMapGen for proper filtering
useGlowTexture – use glowMap for self illumination effects
glowPower – the intensity of the self illumination effect
glowMap – a texture that is ‘added’ on top of the final shader result – self illumination/incandescence
useLightFalloff – use falloff on the point lights
decayScale – scale of the light falloff for the point lights
Note: There are some issues with overlapping transparency planes in Maya’s viewport when using realtime shaders – unfortunately this seems to be a problem with Maya and not the HLSL code itself – so there is no fix available.
Textures in TGA or DDS formats provide the best compatibly with the DirectX environment.
lcHLSLTools.mel
Download: lcHLSLTools.mel
Run with command – lcHLSLTools;
This makes it easier to work with my HLSL shaders – lets you name, create, and assign them – then make the lights and link them to the shader – you can adjust light color across all HLSL shaders – lastly you can reload all the HLSL shaders and File Texture Nodes
Any objects you have selected will be assigned the new shader when you press ‘Make New HLSL Shader’
Note: This tool was designed to work specifically with my own HLSL shaders, and wont work with other .fx shaders because the light names and attributes have been hard coded.
![lcNextGenShader_example[1] lcNextGenShader_example[1]](http://lh5.ggpht.com/_ondEZc7yU8s/SwIn8JjeBTI/AAAAAAAAAJU/KGRXlvPChpE/lcNextGenShader_example%5B1%5D%5B25%5D.jpg?imgmax=800)
