General

Title says it all.
Single pass, 2 lights (fixed), per pixel, lambert diffuse, phong specular, and reflective cubemap CG shader. All channels influenced by the normal map, even the ambient!
Mesh is required to have embedded NORMAL, TANGENT and BINORMAL info.

Beautiful smooth diffuse, specular and reflections were the target. Good for close ups.
This should be an expensive shader (everything is done in the fragment).

Images

Low cubemap reflection.
ball1.jpg

Normals in the shade.
ball4.jpg

High cubemap reflection.
ball2.jpg

Low poly sphere on close up!
ball3.jpg

Variables

  • uvDecalScale: To tile the diffuse (decal) texture.
  • uvNormalScale: To tile the normal and specular texture.
  • ambient: Brighten/Tint up the diffuse.
  • diffuseColor: Base color of the object.
  • reflectivity: Linear interpolation between the diffuse and the spheremap.
  • specularPower0: Phong coefficient of light 0.
  • specularPower1: Phong coefficient of light 1.
  • specularMultiplier0: FInal multiplier of specular for light 0. To manipulate specular intensity.
  • specularMultiplier1: FInal multiplier of specular for light 1.
  • useSpecular: Enable/Disable specular highlights.

CG shader

ppPhongNormalCubeMap.cg

//	Title: 
//	Single Pass, 2 Lights, per-pixel CG shader with Lambert diffuse, Phong specular, and CubeMap reflection.
//	Every channel is normal perturbated.
//	Precision over performace.
//	Requires meshes to have implicit NORMAL, TANGENT and BINORMAL

//	Author: Alberto Toglia (ogre user:toglia)

//	License: AS IS; Use it for whatever reason (commercial, open source...), modify it as you like. Don't bother letting me know. ;)
float3 expand(float3 v)
{
	return (v - 0.5) * 2;
}

void main_vs(
	float4 position:			POSITION,
	float2 uv:				TEXCOORD0,
	float4 normal:				NORMAL,	
	float4 binormal:			BINORMAL,
	float4 tangent: 			TANGENT,		
	
	out float4 oPosition_W:			POSITION,
	out float2 oUV:				TEXCOORD0,	
	out float4 oPosition_OS:		TEXCOORD1,		
	out float4 oNormal_OS:			TEXCOORD2,
	out float4 oBinormal_OS:		TEXCOORD3,
	out float4 oTangent_OS:			TEXCOORD4,
	
	uniform float4x4 worldViewProjMatrix
){
	oPosition_W = mul(worldViewProjMatrix, position);	
	oUV = uv;	
	oPosition_OS = position;
	oNormal_OS = normal;
	oBinormal_OS = binormal;
	oTangent_OS = tangent;
}

float4 main_ps(
	float2 uv:				TEXCOORD0,	
	float4 position_OS:			TEXCOORD1,
	float4 normal_OS:			TEXCOORD2,
	float4 binormal_OS:			TEXCOORD3,
	float4 tangent_OS:			TEXCOORD4,	
		
	uniform float2 uvDecalScale,
	uniform float2 uvNormalScale,
	uniform float4 ambient,
	uniform float4 diffuseColor,
	uniform float reflectivity,	
	uniform float specularPower0,
	uniform float specularPower1,
	uniform float specularMultiplier0,
	uniform float specularMultiplier1,	
	uniform float useSpecular,
	
	uniform float4x4 worldMatrix,	
	
	uniform float3 cameraPosition_WS,
	uniform float3 cameraPosition_OS,	
	
	uniform	float4 lightPosition_OS[2],
	uniform float4 lightDiffuse[2],
	uniform float4 lightSpecular[2],
	
	uniform sampler2D DiffuseMap:				TEXUNIT0,
	uniform sampler2D NormalMap:				TEXUNIT1,
	uniform sampler2D SpecularMap:				TEXUNIT2,
	uniform samplerCUBE CubeMap:				TEXUNIT3
) : COLOR {	
	//Expanding the texture to make it signed; generally comes unsigned.
	float3 normalTexture = expand(tex2D(NormalMap, uv*uvNormalScale).xyz);	
		
	//Normal, Binormal and Tangent in object space.
	//Normalization made in the fragment shader to get nicer results; although its more expensive here (per-pixel).
	float3 N_OS = normalize(normal_OS.xyz);
	float3 B_OS = normalize(binormal_OS.xyz);
	float3 T_OS = normalize(tangent_OS.xyz);
	
	//Normal, Binormal and Tangent in world space.
	float3 N_WS = mul((float3x3)worldMatrix,normal_OS.xyz);
	float3 B_WS = mul((float3x3)worldMatrix,binormal_OS.xyz);
	float3 T_WS = mul((float3x3)worldMatrix,tangent_OS.xyz);
	
	//Making the rotation matrices
	float3x3 rotation_2_TS = float3x3(T_OS, B_OS, N_OS);
	float3x3 rotation_2_WS = float3x3(T_WS, B_WS, N_WS);	
	
	//Putting the final normal vector (object normal + texture normal) in tangent space.
	//This vector is used to influence the phong lighting with the normal map.
	float3 normal_TS = normalize(normalize(mul(rotation_2_TS,N_OS))+normalize(normalTexture));
	
	//Putting the position in world space; Later will be used to calculate the camera direction in world space.
	//World space values needed for the cube map reflection.
	float3 position_WS = mul(float3x3(worldMatrix),float3(position_OS));
	
	//Putting the final normal vector in world space.
	//This vector is used to influence the cube map reflection with the normal map.	
	float3 normal_WS = normalize(mul(normalTexture,rotation_2_WS));
	
	//Calculating the camera direction in tangent space for the diffuse and specular math.
	//First step
	float3 cameraDirection_OS = normalize(cameraPosition_OS - position_OS.xyz);
	//Second step
	float3 cameraDirection_TS = normalize(mul(rotation_2_TS, cameraDirection_OS));
	
	//We need the camera direction in world space for the cube map reflection.
	float3 cameraDirection_WS = mul((float3x3)worldMatrix,cameraDirection_OS);

	//Calculating the light direction in tangent space for the diffuse and specular math.
	//First step
	float3 lightDirection0_OS = normalize(lightPosition_OS[0].xyz - (position_OS.xyz * lightPosition_OS[0].w));
	float3 lightDirection1_OS = normalize(lightPosition_OS[1].xyz - (position_OS.xyz * lightPosition_OS[1].w));	
	//Second step
	float3 lightDirection0_TS = mul(rotation_2_TS,lightDirection0_OS);
	float3 lightDirection1_TS = mul(rotation_2_TS,lightDirection1_OS);
	
	//Simple lambert diffuse model N.L
	float light0 = saturate(dot(N_OS,lightDirection0_OS));
	float light1 = saturate(dot(N_OS,lightDirection1_OS));

	//Normal channel for the lambert diffuse.
	float normal0 = saturate(dot(normalTexture, lightDirection0_TS));
	float normal1 = saturate(dot(normalTexture, lightDirection1_TS));		
	
	//Sample the diffuse map.
	float4 diffuseTexture = tex2D(DiffuseMap, uv);
	
	//Tint diffuse with light information.
	float4 diffuse0 = light0*lightDiffuse[0]*normal0;	
	float4 diffuse1 = light1*lightDiffuse[1]*normal1;
	
	//Cube map sampling with normals in world space	
	float3 cameraReflection_TS = reflect(-cameraDirection_WS,normal_WS);
	float4 reflectedColor = texCUBE(CubeMap, cameraReflection_TS);
	
	//Sample the specular map
	float4 specularTexture = tex2D(SpecularMap, uv*uvNormalScale);
		
	//Linear interpolation between the final diffuse and the reflection cube map
	float4 diffuse = lerp((diffuse0+diffuse1),reflectedColor,reflectivity);
	
	//This is CRAZY!!! Not very mathematical, but it looks good.
	//Why you want this? When pushing ambient values, although the shadows are brigther no normal perturbation is visible in the shade.	
	//How to simulate ambient normals? Calculate the normal as if the light source was the camera.
	float ambientNormal = saturate(dot(normalTexture,cameraDirection_TS));	
	
	if(useSpecular>0){
		//Normal_TS is already influenced by the normal texture so we have to do everything in Tangent Space.
		float3 lightReflection0_TS = reflect(-lightDirection0_TS,normal_TS);
		float3 lightReflection1_TS = reflect(-lightDirection1_TS,normal_TS);		
	
		//Phong specular model R.V
		float RdotV0 = saturate(dot(lightReflection0_TS,cameraDirection_TS));
		float RdotV1 = saturate(dot(lightReflection1_TS,cameraDirection_TS));
		
		//Tint the specular with the light specular color.
		float4 specular0 = pow(RdotV0,specularPower0)*lightSpecular[0]*specularMultiplier0;
		float4 specular1 = pow(RdotV1,specularPower1)*lightSpecular[1]*specularMultiplier1;
		
		return (ambient*ambientNormal*diffuseTexture)+diffuse*diffuseColor*diffuseTexture+(specular0+specular1)*specularTexture;		
	}else{
		return (ambient*ambientNormal*diffuseTexture)+diffuse*diffuseColor*diffuseTexture;
	}
}


Ogre Material Definition

ppPhongNormalCubeMap.material

vertex_program ppPhongNormalCubeMap_vp cg
{
	source ppPhongNormalCubeMap.cg
	entry_point main_vs
	profiles vs_1_1 arbvp1
}

fragment_program ppPhongNormalCubeMap_fp cg
{
	source ppPhongNormalCubeMap.cg
	entry_point main_ps
	profiles ps_2_0 arbfp1
	
	default_params
	{
		param_named_auto	worldMatrix				world_matrix

		param_named_auto	cameraPosition_OS			camera_position_object_space				

		param_named_auto 	lightPosition_OS			light_position_object_space_array 2
		param_named_auto	lightDiffuse				light_diffuse_colour_array 2
		param_named_auto	lightSpecular				light_specular_colour_array 2
	}
}

material ppPhongNormalCubeMap
{
	technique
	{		 
		pass
		{
			vertex_program_ref ppPhongNormalCubeMap_vp
			{				
				param_named_auto	worldViewProjMatrix	worldviewproj_matrix
			}

			fragment_program_ref ppPhongNormalCubeMap_fp
			{				
				//UV scale for decal (diffuse) texture.
				param_named uvDecalScale float2 1 1
				
				//UV scale for normal and specular map. 
				param_named uvNormalScale float2 2.5 2.5				
				
				param_named ambient float4 0.0 0.0 0.0 1.0
				param_named diffuseColor float4 0.75 0.8 1 1.0
				
				//Linear interpolation between the diffuse and the cubemap
				param_named reflectivity float 1
				
				//Phong exponent
				param_named specularPower0 float 5
				param_named specularPower1 float 5
				
				//In some cases its necesarry to lower the brightness of the speculararity (different than the power)
				param_named specularMultiplier0 float 0.75
				param_named specularMultiplier1 float 0.75
				
				//Turn on or off the phong specular higlight; Higher than 0 is considered ON
				param_named useSpecular float 1
			}
			
			texture_unit
			{
				texture_alias DiffuseMap
			}
			
			texture_unit
			{
				texture_alias NormalMap
			}
			
			texture_unit
			{
				texture_alias SpecularMap
			}
			
			texture_unit
			{
				texture_alias ReflectionMap
				tex_address_mode clamp
			}
		}
	}
}


material ballMaterial : ppPhongNormalCubeMap
{	
	set_texture_alias DiffuseMap		b15.dds
	set_texture_alias NormalMap		leather_normal_24b.dds
	set_texture_alias SpecularMap		leather_specular_DXT1.dds
	set_texture_alias ReflectionMap		tenerifeCubeMap256C10.dds
}

Textures

  • Decal

b15.jpg
I did it myself. Its 100% free!

  • Normal

leather_normal.png
The original leather texture is not mine, it was taken from here. Converted to normal map using crazybump software.
I'm not sure what license it has.

  • Specular

leather_specular.png
Generated with the same leather texture with crazybump.

  • Cubemap

tenerifeCross256C10.jpg
Note that this is a cube cross (just for showing purposes), Can be converted to dds format using CubeMapGen.
Taken from the humus texture library.

<HR>
Creative Commons Copyright -- Some rights reserved.


THE WORK (AS DEFINED BELOW) IS PROVIDED UNDER THE TERMS OF THIS CREATIVE COMMONS PUBLIC LICENSE ("CCPL" OR "LICENSE"). THE WORK IS PROTECTED BY COPYRIGHT AND/OR OTHER APPLICABLE LAW. ANY USE OF THE WORK OTHER THAN AS AUTHORIZED UNDER THIS LICENSE OR COPYRIGHT LAW IS PROHIBITED.

BY EXERCISING ANY RIGHTS TO THE WORK PROVIDED HERE, YOU ACCEPT AND AGREE TO BE BOUND BY THE TERMS OF THIS LICENSE. THE LICENSOR GRANTS YOU THE RIGHTS CONTAINED HERE IN CONSIDERATION OF YOUR ACCEPTANCE OF SUCH TERMS AND CONDITIONS.

1. Definitions

  • "Collective Work" means a work, such as a periodical issue, anthology or encyclopedia, in which the Work in its entirety in unmodified form, along with a number of other contributions, constituting separate and independent works in themselves, are assembled into a collective whole. A work that constitutes a Collective Work will not be considered a Derivative Work (as defined below) for the purposes of this License.
  • "Derivative Work" means a work based upon the Work or upon the Work and other pre-existing works, such as a translation, musical arrangement, dramatization, fictionalization, motion picture version, sound recording, art reproduction, abridgment, condensation, or any other form in which the Work may be recast, transformed, or adapted, except that a work that constitutes a Collective Work will not be considered a Derivative Work for the purpose of this License. For the avoidance of doubt, where the Work is a musical composition or sound recording, the synchronization of the Work in timed-relation with a moving image ("synching") will be considered a Derivative Work for the purpose of this License.
  • "Licensor" means the individual or entity that offers the Work under the terms of this License.
  • "Original Author" means the individual or entity who created the Work.
  • "Work" means the copyrightable work of authorship offered under the terms of this License.
  • "You" means an individual or entity exercising rights under this License who has not previously violated the terms of this License with respect to the Work, or who has received express permission from the Licensor to exercise rights under this License despite a previous violation.
  • "License Elements" means the following high-level license attributes as selected by Licensor and indicated in the title of this License: Attribution, ShareAlike.

2. Fair Use Rights

Nothing in this license is intended to reduce, limit, or restrict any rights arising from fair use, first sale or other limitations on the exclusive rights of the copyright owner under copyright law or other applicable laws.

3. License Grant

Subject to the terms and conditions of this License, Licensor hereby grants You a worldwide, royalty-free, non-exclusive, perpetual (for the duration of the applicable copyright) license to exercise the rights in the Work as stated below:

  • to reproduce the Work, to incorporate the Work into one or more Collective Works, and to reproduce the Work as incorporated in the Collective Works;
  • to create and reproduce Derivative Works;
  • to distribute copies or phonorecords of, display publicly, perform publicly, and perform publicly by means of a digital audio transmission the Work including as incorporated in Collective Works;
  • to distribute copies or phonorecords of, display publicly, perform publicly, and perform publicly by means of a digital audio transmission Derivative Works.
  • For the avoidance of doubt, where the work is a musical composition:
    • Performance Royalties Under Blanket Licenses. Licensor waives the exclusive right to collect, whether individually or via a performance rights society (e.g. ASCAP, BMI, SESAC), royalties for the public performance or public digital performance (e.g. webcast) of the Work.
    • Mechanical Rights and Statutory Royalties. Licensor waives the exclusive right to collect, whether individually or via a music rights society or designated agent (e.g. Harry Fox Agency), royalties for any phonorecord You create from the Work ("cover version") and distribute, subject to the compulsory license created by 17 USC Section 115 of the US Copyright Act (or the equivalent in other jurisdictions).
    • Webcasting Rights and Statutory Royalties. For the avoidance of doubt, where the Work is a sound recording, Licensor waives the exclusive right to collect, whether individually or via a performance-rights society (e.g. SoundExchange), royalties for the public digital performance (e.g. webcast) of the Work, subject to the compulsory license created by 17 USC Section 114 of the US Copyright Act (or the equivalent in other jurisdictions).


The above rights may be exercised in all media and formats whether now known or hereafter devised. The above rights include the right to make such modifications as are technically necessary to exercise the rights in other media and formats. All rights not expressly granted by Licensor are hereby reserved.

4. Restrictions

The license granted in Section 3 above is expressly made subject to and limited by the following restrictions:

  • You may distribute, publicly display, publicly perform, or publicly digitally perform the Work only under the terms of this License, and You must include a copy of, or the Uniform Resource Identifier for, this License with every copy or phonorecord of the Work You distribute, publicly display, publicly perform, or publicly digitally perform. You may not offer or impose any terms on the Work that alter or restrict the terms of this License or the recipients' exercise of the rights granted hereunder. You may not sublicense the Work. You must keep intact all notices that refer to this License and to the disclaimer of warranties. You may not distribute, publicly display, publicly perform, or publicly digitally perform the Work with any technological measures that control access or use of the Work in a manner inconsistent with the terms of this License Agreement. The above applies to the Work as incorporated in a Collective Work, but this does not require the Collective Work apart from the Work itself to be made subject to the terms of this License. If You create a Collective Work, upon notice from any Licensor You must, to the extent practicable, remove from the Collective Work any credit as required by clause 4(c), as requested. If You create a Derivative Work, upon notice from any Licensor You must, to the extent practicable, remove from the Derivative Work any credit as required by clause 4(c), as requested.
  • You may distribute, publicly display, publicly perform, or publicly digitally perform a Derivative Work only under the terms of this License, a later version of this License with the same License Elements as this License, or a Creative Commons iCommons license that contains the same License Elements as this License (e.g. Attribution-ShareAlike 2.5 Japan). You must include a copy of, or the Uniform Resource Identifier for, this License or other license specified in the previous sentence with every copy or phonorecord of each Derivative Work You distribute, publicly display, publicly perform, or publicly digitally perform. You may not offer or impose any terms on the Derivative Works that alter or restrict the terms of this License or the recipients' exercise of the rights granted hereunder, and You must keep intact all notices that refer to this License and to the disclaimer of warranties. You may not distribute, publicly display, publicly perform, or publicly digitally perform the Derivative Work with any technological measures that control access or use of the Work in a manner inconsistent with the terms of this License Agreement. The above applies to the Derivative Work as incorporated in a Collective Work, but this does not require the Collective Work apart from the Derivative Work itself to be made subject to the terms of this License.
  • If you distribute, publicly display, publicly perform, or publicly digitally perform the Work or any Derivative Works or Collective Works, You must keep intact all copyright notices for the Work and provide, reasonable to the medium or means You are utilizing: (i) the name of the Original Author (or pseudonym, if applicable) if supplied, and/or (ii) if the Original Author and/or Licensor designate another party or parties (e.g. a sponsor institute, publishing entity, journal) for attribution in Licensor's copyright notice, terms of service or by other reasonable means, the name of such party or parties; the title of the Work if supplied; to the extent reasonably practicable, the Uniform Resource Identifier, if any, that Licensor specifies to be associated with the Work, unless such URI does not refer to the copyright notice or licensing information for the Work; and in the case of a Derivative Work, a credit identifying the use of the Work in the Derivative Work (e.g., "French translation of the Work by Original Author," or "Screenplay based on original Work by Original Author"). Such credit may be implemented in any reasonable manner; provided, however, that in the case of a Derivative Work or Collective Work, at a minimum such credit will appear where any other comparable authorship credit appears and in a manner at least as prominent as such other comparable authorship credit.

5. Representations, Warranties and Disclaimer

UNLESS OTHERWISE AGREED TO BY THE PARTIES IN WRITING, LICENSOR OFFERS THE WORK AS-IS AND MAKES NO REPRESENTATIONS OR WARRANTIES OF ANY KIND CONCERNING THE MATERIALS, EXPRESS, IMPLIED, STATUTORY OR OTHERWISE, INCLUDING, WITHOUT LIMITATION, WARRANTIES OF TITLE, MERCHANTIBILITY, FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT, OR THE ABSENCE OF LATENT OR OTHER DEFECTS, ACCURACY, OR THE PRESENCE OF ABSENCE OF ERRORS, WHETHER OR NOT DISCOVERABLE. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF IMPLIED WARRANTIES, SO SUCH EXCLUSION MAY NOT APPLY TO YOU.

6. Limitation on Liability.

EXCEPT TO THE EXTENT REQUIRED BY APPLICABLE LAW, IN NO EVENT WILL LICENSOR BE LIABLE TO YOU ON ANY LEGAL THEORY FOR ANY SPECIAL, INCIDENTAL, CONSEQUENTIAL, PUNITIVE OR EXEMPLARY DAMAGES ARISING OUT OF THIS LICENSE OR THE USE OF THE WORK, EVEN IF LICENSOR HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

7. Termination

  • This License and the rights granted hereunder will terminate automatically upon any breach by You of the terms of this License. Individuals or entities who have received Derivative Works or Collective Works from You under this License, however, will not have their licenses terminated provided such individuals or entities remain in full compliance with those licenses. Sections 1, 2, 5, 6, 7, and 8 will survive any termination of this License.
  • Subject to the above terms and conditions, the license granted here is perpetual (for the duration of the applicable copyright in the Work). Notwithstanding the above, Licensor reserves the right to release the Work under different license terms or to stop distributing the Work at any time; provided, however that any such election will not serve to withdraw this License (or any other license that has been, or is required to be, granted under the terms of this License), and this License will continue in full force and effect unless terminated as stated above.

8. Miscellaneous

  • Each time You distribute or publicly digitally perform the Work or a Collective Work, the Licensor offers to the recipient a license to the Work on the same terms and conditions as the license granted to You under this License.
  • Each time You distribute or publicly digitally perform a Derivative Work, Licensor offers to the recipient a license to the original Work on the same terms and conditions as the license granted to You under this License.
  • If any provision of this License is invalid or unenforceable under applicable law, it shall not affect the validity or enforceability of the remainder of the terms of this License, and without further action by the parties to this agreement, such provision shall be reformed to the minimum extent necessary to make such provision valid and enforceable.
  • No term or provision of this License shall be deemed waived and no breach consented to unless such waiver or consent shall be in writing and signed by the party to be charged with such waiver or consent.
  • This License constitutes the entire agreement between the parties with respect to the Work licensed here. There are no understandings, agreements or representations with respect to the Work not specified here. Licensor shall not be bound by any additional provisions that may appear in any communication from You. This License may not be modified without the mutual written agreement of the Licensor and You.