In this article, I will introduce the reader to the different rendering components in Unity. I will introduce the Camera component as well as the different lighting components that are available. I will also talk about materials in Unity and introduce you to a few of the shaders that are available. And finally, I will also introduce light-mapping in Unity.
In this article, I will introduce you to scripting in Unity 3.5. Unity is a powerful game editor that only limits you to what you can imagine. Scripting is where the magic happens which will bring your games to life. I assume the reader is familiar the Unity interface, if not you can refer to my previous article titled Introduction to Unity (https://www.3dgep.com/?p=3246).
In this article I will demonstrate how to implement a basic lighting model using the Cg shader language. If you are unfamiliar with using Cg in your own applications, then please refer to my previous article titled Introduction to Shader Programming with Cg 3.1.
This article is an updated version of the previous article titled Transformation and Lighting in Cg. In this article, I will not use any deprecated features of OpenGL. I will only use the core OpenGL 3.1 API.
In this article, I will show how to implement projective shadow mapping in OpenGL using Cg shaders.
The basis of this post comes from the article titled [Transformation and Lighting in Cg]. I will assume the reader has a basic understanding of OpenGL and already knows how to setup an application that uses OpenGL. If you require a refresher on setting up an application using OpenGL, you can refer to my previous article titled [Introduction to OpenGL for Game Programmers].
I will take advantage of a few OpenGL extensions such as GL_ARB_framebuffer_object to create a offscreen framebuffer to render to and and GL_ARB_texture_border_clamp for clamping to the border color of the projective textures.
In this article, I will discuss a technique called normal mapping. Normal mapping is a shader technique that encodes pre-computed surface normals in a texture that can be used to add extra detail to a surface without the requirement of adding extra geometry. Before reading this article, you should have a basic understanding of OpenGL and you should know how to setup a Cg shader. For a review on OpenGL, you can refer to my previous article titled [Introduction to OpenGL for Game Programmers] and to learn how to incorporate Cg shaders in your own applications, you can refer to my article titled [Introduction to Cg Runtime with OpenGL].
In this article I will demonstrate an effect called Environment Mapping. Environment mapping attempts to simulate the effect of reflective or refractive surfaces in a shader rasterizer. I assume the reader has a basic understanding of OpenGL and Cg. If you require an introduction in OpenGL, you can refer to my article titled [Introduction to OpenGL for Game Programmers]. And for an introduction to Cg, you can refer to my article titled [Introduction to Cg Runtime with OpenGL].
This tutorial builds upon the previous article titled [Loading and Animating MD5 Models with OpenGL]. It is highly recommended that you read the previous article before following this one. In this tutorial, I will extend the MD5 model rendering to provide support for GPU skinning. I will also provide an example shader that will perform the vertex skinning in the vertex shader and do per-fragment lighting on the model using a single point light. For a complete discussion on lighting in CgFX, you can refer to my previous article titled [Transformation and Lighting in Cg].