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Shader Series 3: Per-Pixel Lighting

Area Submitted Type
Games: Graphics, Games: Shaders 6/28/2007 Code Sample
     

Description

This sample explains how to move lighting calculations to the pixel shader for high-quality per-pixel lighting.

Sample Overview

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.

Other items in the Shader Series

All content and source code downloaded from this page are bound to the Microsoft Permissive License (Ms-PL).

Download Size Description  
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).