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New method for specular highlights

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I had an idea about non-IBL specular highlights a while back and although I haven't tried it out yet, I thought it was worth putting up here to see if it's been tried before.  I was thinking you could have a simple greyscale lookup texture (only need one channel), around 512x512 in size.  In the pixel shader, if you dot the surface normal with the cross product of the plane in which the eye position, pixel position and sun are on, you'll get a value between 1 and -1.  You can then remove any negative, saturate it …


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