Maya CgFx Shaders: Uber Phong
Some time ago, I've written two posts about writing GLSL shaders for Maya.
Poorly enough, I don't write GLSL shaders very often at work, Cg is the shading language I use the most to write shaders for Unity.
So I've decided to test Cg in Maya using the built-in CgFx material.
Instead of a stylized look, this time I've opted for a more realistic appearance and I've come up with this shader I like to call the Uber Phong shader.
I don't know why, it makes me laugh. It sounds like the name of a super mega boss from an 80s video game.
Anyway, as you've probably guessed by the name, it's basically a Phong shader with some additional cool features:
Here are two videos of the same shader applied to other two models:
Poorly enough, I don't write GLSL shaders very often at work, Cg is the shading language I use the most to write shaders for Unity.
So I've decided to test Cg in Maya using the built-in CgFx material.
Instead of a stylized look, this time I've opted for a more realistic appearance and I've come up with this shader I like to call the Uber Phong shader.
I don't know why, it makes me laugh. It sounds like the name of a super mega boss from an 80s video game.
Anyway, as you've probably guessed by the name, it's basically a Phong shader with some additional cool features:
- normal mapping
- a super basic and fake implementation of subsurface scattering
- cubemap reflection
- fake sky ambient color gradient
- fresnel rim lighting
Here are two videos of the same shader applied to other two models: