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 |
| mobile\dot3_Diffuse.sha
|
![]() |
One gray light, no specular lighting, for mobile |
| mobile\dot3_DiffuseColor.sha | ![]() |
One color light, no specular lighting,
for mobile
|
| mobile\dot3.sha | ![]() |
One gray light, for mobile |
| mobile\dot3_color.sha | ![]() |
One color light, for mobile |
| mobile\dot3_2Lights.sha | ![]() |
Two gray lights, for mobile |
| mobile\dot3_2LightsColor.sha | ![]() |
Two color lights, for mobile |
| skin\skin0_dot3_Color.sha | One color light, for 0 weight skin mesh | |
| skin\skin1_dot3_Color.sha | One color light, for 1 weight skin mesh | |
| skin\skin2_dot3_Color.sha | One color light, for 2 weights skin mesh | |
| skin\skin3_dot3_Color.sha | One color light, for 3 weights skin mesh | |
| surface\dot3_diffuse_2Lights.sha | Two gray lights, no specular lighting, for surface | |
| surface\dot3_diffuse_2LightsColor.sha | Two color lights, no specular lighting, for surface | |
| surface\dot3.sha | One gray light, for surface | |
| surface\dot3_color.sha | One color light, for surface | |
| surface\dot3_2Lights.sha | Two gray lights, for surface | |
| surface\dot3_2LightsColor.sha | Two color lights, for surface | |
| staticmesh\dot3.sha | One gray light, for static mesh (supports Range factor of light) | |
| staticmesh\dot3_color.sha | One color light, for static mesh (supports Range factor of light) |