Let's start this recipe by creating a shader, its material, and some lights for our scene:
- Create a new scene with some objects and lights so that we can visually debug our shader. In this case, we will be using some capsules, a sphere, and a cylinder.
- Then create a new shader and material, and hook them up to your objects:
- Lastly, we will need some sort of normal map that will indicate the directionality of our Anisotropic Specular highlight.
- The following screenshot shows the Anisotropy normal map we will be using for this recipe. It is available from this book's support page at https://www.packtpub.com/books/content/support ...