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Calculating Specular Highlights - Custom Lighting Models - Episode 3

Ben Cloward Jan 30, 2025 16:00
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Today we go over how to calculate specular highlights. I show how to use the Phong formula and the Blinn formula. As a bonus, I also show how to do Half Lambert diffuse. Take a look at the playlist for the whole series: https://www.youtube.com/playlist?list=PL78XDi0TS4lGnGa7L2X4o3UV-XYZEKNwj Here's last week's video that introduces the series: https://youtu.be/4Y5eKDwZ4GY Shader Book Recommendations https://www.bencloward.com/resources_books.shtml ------------------------------ Theme Music Peace in the Circuitry - Glitch Hop http://teknoaxe.com/Link_Code_3.php?q=1526 Background Music Speo - The Little Things https://www.youtube.com/watch?v=kvCYuyyLgC0 #UnrealEngine #shadergraph #Unity
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#UE4 #UE5 #Unreal #Unreal Engine #Unity #shader #material #material editor #game development #real-time #tutorial #training #graphics #3d #GPU #tech art #computer graphics #fundamentals #shader graph #lighting #specular #reflection #phong #blinn #half lambert