Normal Maps, Tangent Space, and Image-Based Lighting for Game Development - Part 3

Normal Maps, Tangent Space, and Image-Based Lighting for Game Development - Part 3

Freya Holmér via YouTube Direct link

- Intro

1 of 25

1 of 25

- Intro

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Normal Maps, Tangent Space, and Image-Based Lighting for Game Development - Part 3

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  1. 1 - Intro
  2. 2 - Recap
  3. 3 - Multi-light support assignment 2
  4. 4 - .cginc include files
  5. 5 - Multiple passes
  6. 6 - Macros
  7. 7 - Unity's lighting macros
  8. 8 - Questions
  9. 9 - Garden of the sea example
  10. 10 - Color/Albedo texture
  11. 11 - Normal maps & tangent space
  12. 12 - Questions
  13. 13 - Normal map intensity
  14. 14 - Height/Displacement maps
  15. 15 - Vertex shader texture sampling
  16. 16 - Vertex offset & mesh normal caveats
  17. 17 - Questions
  18. 18 - The importance of ambient light
  19. 19 - Basic ambient light
  20. 20 - Image-based lighting IBL
  21. 21 - Skybox shader
  22. 22 - Rectilinear skybox sampling
  23. 23 - Diffuse IBL
  24. 24 - Specular IBL
  25. 25 - Outro

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