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Shader Series 3 Per Pixel Lighting
        Simon (darkside) Jackson edited this page Aug 21, 2020 
        ·
        9 revisions
      
    | Area | Submitted | Type | 
|---|---|---|
| Games: Graphics, Games: Shaders | 6/28/2007 | Code Sample | 
This sample explains how to move lighting calculations to the pixel shader for high-quality per-pixel lighting.
This sample uses Phong reflection to approximate specular light, creating highlights on the object. Specular highlights are light that's reflected directly to a viewer. These highlights can be simulated through a number of techniques.
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Shader Series: Introduction (Article)
 
All content and source code downloaded from this page are bound to the Microsoft Permissive License (Ms-PL).
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| Download | Size | Description | 
|---|---|---|
| PerPixelLightingSample_4_0 | 0.15MB | Source code and assets for the Shader Series 3: Per-Pixel Lighting Sample (XNA Game Studio 4.0). | 
| PerPixelLightingSample_4_0.zip | 0.15MB | Source code and assets for the Shader Series 3: Per-Pixel Lighting Sample (XNA Game Studio 4.0). |