DotProduct3 Lighting

DotProduct3 can do really per-pixel lighting without pixel shader, this feature only need a Geforce 256 level accelerator. For dot3 lighting, your need check 3d object's 'Bump' style, and create material which has normal map & dot3 shader file loaded, and set normal map to the 1st texture of material. All dot3 shader files can be found at the "effects\dot3" folder.


Shader File
Preview Explanation
dot3_2LightsColor.fx   Two color lights, general for all objects except skin meshs.
(You need check materials's Specular Enable style to turn on specular lighting)
mobile\dot3_Diffuse.fx

 

One gray light, no specular lighting, for mobile
mobile\dot3_DiffuseColor.fx One color light, no specular lighting, for mobile

 

mobile\dot3.fx One gray light, for mobile
mobile\dot3_color.fx One color light, for mobile
mobile\dot3_2Lights.fx Two gray lights, for mobile
mobile\dot3_2LightsColor.fx Two color lights, for mobile
skin\skin0_dot3_Color.fx   One color light, for 0 weight skin mesh
skin\skin1_dot3_Color.fx   One color light, for 1 weight skin mesh
skin\skin2_dot3_Color.fx   One color light, for 2 weights skin mesh
skin\skin3_dot3_Color.fx   One color light, for 3 weights skin mesh
skin\dot3_Color.fx   One color light, general for all weights skin mesh (needs vs2.0)
surface\dot3_diffuse_2Lights.fx   Two gray lights, no specular lighting, for surface
surface\dot3_diffuse_2LightsColor.fx   Two color lights, no specular lighting, for surface
surface\dot3.fx   One gray light, for surface
surface\dot3_color.fx   One color light, for surface
surface\dot3_2Lights.fx   Two gray lights, for surface
surface\dot3_2LightsColor.fx   Two color lights, for surface
staticmesh\dot3.fx   One gray light, for static mesh (supports Range factor of light)
staticmesh\dot3_color.fx   One color light, for static mesh (supports Range factor of light)