© 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 Doppioslash1 
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.


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 ...

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