EVOLVED - Software


Shaders - Lighting
Parallax Occlusion Mapping

Parallax occlusion mapping.
DBP- Parallax Occlusion Mapping.zip
Parallax Mapping

Parallax mapping distorts the uv coordinates of the diffuse and normalmap textures to add the illusion of depth.
DBP- Parallax Mapping.zip
AGK- Parallax Mapping.zip
AGK Lighting Parallax

Applying parallax mapping to AGK internal lighting system.
AGK- AGK Lighting Parallax.zip


Relief Mapping

Relief mapping uses ray marching to distort the uv coordinates of the diffuse and normalmap textures to add the illusion of depth.
DBP- Relief Mapping.zip
AGK- Relief Mapping.zip
Per-Pixel Lighting

Lighting calculated within the fragment shader.
DBP- Per Pixel Lighting.zip
AGK- Per Pixel Lighting.zip
Spot Light

Spot light added to the per-pixel lighting shader.
DBP- Spot Light.zip
AGK- Spot Light.zip
Cube Lighting

Using a environment map we can create textured lighting effects.
DBP- Cube Lighting.zip
AGK- Cube Lighting.zip
Normal Mapping

Normal mapping uses a dot3 texture to add additional detail to its current surface normals.
DBP- Normal Mapping.zip
AGK- Normal Mapping.zip
Directional Lighting

Useing directional vector for lighting.
DBP- Directional Lighting.zip
AGK- Directional Lighting.zip
Lighting Array

Using arrays to create multiple lights.
DBP- Directional Lighting.zip
AGK- Directional Lighting.zip