© Claudia Doppioslash 2018
Claudia DoppioslashPhysically Based Shader Development for Unity 2017https://doi.org/10.1007/978-1-4842-3309-2_6

6. Specular Implementation

Claudia Doppioslash
(1)
Liverpool, Merseyside, UK
 
In the last chapter, we explained the basic theory of lighting for rendering and implemented a diffuse shader from scratch, within an Unlit shader. In this chapter, you’re going to learn how to add a Specular term to that shader.

Calculating Basic Lighting (Part II)

In the past chapter, we went through the theory for the diffuse approximation; now it’s Specular approximation’s turn.

Specular

You will only see specular if your point of view happens to be lined up with the direction of the specular. That makes it view-dependent. You can bake ...

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