Only Screenshots available at the moment. Explanations follow images, click thumbnails to enlarge.

This is a shader I wrote with FX Composer, in HLSL. The purpose of the shader, is to calculate phong lighting across the surface of each material, while doing diffuse, specular, normal and reflection mapping. Reflections are done via a pre-generated cubemap, and the shader boasts most of the major material parameters you find in a professional 3d art package, such as diffuse color, specular amount, power, color, etc.

Update: 11/29/07

I did manage to port a version of this shader to GTA:SA, although the engine did not support shaders at the time of the games' release (all rendering was done via the d3d9 fixed-function pipeline).

Here are a couple screenshots of that, while a full explanation is available on my GTA:SA page.

These are just tests. Both vehicles are using the same version of the shader, but the delivery truck is using a different normal map to show off the effect.

 

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