performance, it favours math power over memory bandwidth as this is the current trend.
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Features:
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:: Dynamic highlights ::
Using the original specular mapping from the game, my shader adjusts the highlight falloff separately per pixel.
:: Highlight masking ::
Like in the built-in shader, the specular map is also used to mask the highlights from less shiny surfaces.
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What's new:
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- Redesigned lighting to process the specular highlights separately from the diffuse lighting. This allows the highlight to position differently from the diffuse which can lead to more realism.
- Added a new splash screen.
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