Area | Submitted | Type |
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Games: Graphics, Games: Shaders | 6/28/2007 | Code Sample |
This sample explains how to move lighting calculations to the pixel shader for high-quality per-pixel lighting.
This sample uses Phong reflection to approximate specular light, creating highlights on the object. Specular highlights are light that’s reflected directly to a viewer. These highlights can be simulated through a number of techniques.
Shader Series: Introduction (Article)
All content and source code downloaded from this page are bound to the Microsoft Permissive License (Ms-PL).
Download | Size | Description | |
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PerPixelLightingSample_4_0 | 0.15MB | Source code and assets for the Shader Series 3: Per-Pixel Lighting Sample (XNA Game Studio 4.0). | |
PerPixelLightingSample_4_0.zip | 0.15MB | Source code and assets for the Shader Series 3: Per-Pixel Lighting Sample (XNA Game Studio 4.0). | |