More Realistic eyeball approach for Mobile visualization.

It is fully optimized for mobile game rendering.
The PBR lighting model was not used for.
Using the BlinnPhong Approximation based on the energy conservation formula.
Parallax mapping with directivity is used.
The artist can control the direction of the highlight regardless of the angle of the sun, and the intensity of the highlight is automatically corrected in the back light situation.

它完全针对移动游戏渲染进行了优化。
未使用PBR照明模型。
使用基于节能公式的BlinnPhong逼近。
使用具有方向性的视差映射。
画家可以控制高光的方向,而与太阳的角度无关,并且高光的强度会在背光条件下自动校正。

Custom color specular
Used Single Mesh only.

Categories: shader

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